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FAKTOR-FAKTOR SOSIOLlNGUISTIK DALAM PENGAJARAN UNGGAH-UNGGUH BAHASA JAWA Sutrisna Wibawa
Jurnal Cakrawala Pendidikan CAKRAWALA PENDIDIKAN, EDISI 3,1990,TH.X
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v3i3.8706

Abstract

Tujuan pengajaran bahasa Jawa agarsiswa dapat berbahasa Jawa esuaidengan tata krama, secara lisan atau tulisan, melalui b~rbagai ,rungsi bahasa.Untuk mencapai tujuan itu, maka siswa diberikan pelajaran ragam bahasa..Ragam babasa yang berkaitan dengan. tata krama disebut unggah-ungguhberbahasa~ .Penggunaan unggah-ungguh babasa Jawa .terikat oleh faktor-faJ:ttor 50510linguistik,.yaitu pemeran serta. audien. tujua.h, tempat dan waktu, .kontekskebudayaan dan psikologis, jalur, dan peristiwa berbahasa. Dalam .pengajaranoya,faktor-faktor in1 kurang mendapat perhatian. Padahal, faktor-faktor .ituikut menentukan dalam kegiatan berbahasa. OIeh karena itu, faktor-faktorsosiolinguistik seharusnya mendapat perhatian dalampengajaran unggah-ungguhbahasa Jawa.
NILAI-NILAI MORAL DALAM SERAT WEDHATAMA DAN PENDIDIKAN BUDI PEKERTI Sutrisna Wibawa
Jurnal Cakrawala Pendidikan No 3 (2010): Mei 2010, Th. XXIX, Edisi Khusus Dies Natalis UNY
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (79.133 KB) | DOI: 10.21831/cp.v1i3.237

Abstract

Abstrak: Moral Values in Serat Wedhatama and Moral Education. Moral valuesare the highest values with four main characteristics: responsibility, conscience,absolute obligation, and formality. They are also related to what should not bedone due to the values that have to be highly praised. The moral values in SeratWedhatama include, among others, simple life, affection, responsibility, consciencedevelopment, love to others, humbleness, not being proud, religious obedience byconforming to the religious rules and avoiding what is prohibited, good positionsthrough sincere work everywhere, wealth through hardwork, and knowledge thatother people can benefit from. Such values are absolute moral values that are fixedand formal in nature. Serat Wedhatama can be a main reference for the learning oflocal contents of the Javanese Language, Literature, and Culture because it containsmoral values that can be used a basis for moral education.Keywords: Serat Wedhatama, moral values
FILSAFAT JAWA DALAM SERAT WEDHATAMA Sutrisna Wibawa
JURNAL IKADBUDI Vol 2, No 12 (2013): Jurnal Ikadbudi
Publisher : Fakultas Bahasa Seni dan Budaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ikadbudi.v2i12.12094

Abstract

This study aims to explore and formulate a philosophical concepts of Javanese Philosophy in Serat Wedhatama. The data sources were Serat Wedhatama. The data were analyzed using a hermeneutics method. The  findings as follows Serat Wedhatama contains noble teachings to develop the spiritual aspect which became oneof the Javanese’s basic spiritual activityappreciations. The final of spiritual activity which taughtby Serat Wedhatama is to find the true life, better self-understanding, manunggaling kawula-Gusti, and to receive the grace of God by seeing the secrets of supernatural things. This is in accordance with the Javanese’s philosophy, which emphasizes the importance of the perfection of life (Ngudi kasampurnan), that humanis alwaysconnected to the environment, namely God and the universe, and believes the unity of Him (manunggaling kawula Gusti). Key words: Javanese Philosophy, Serat Wedhatama
BOARDGAME ULAR TANGGA BERBASIS AUGMENTED REALITY DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA MATERI KERAGAMAN BUDAYA Dwi Lestariningsih; Sutrisna Wibawa; Heri Maria Zulfiati
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i2.545

Abstract

The 21st century is the era of industrial revolution 4.0 where technology integration is very necessary in learning. One technology that can be applied in learning is Augmented Reality (AR). This research is development research (Research and Development) with the aim of producing a product in the form of an Augmented Reality Based Snakes and Ladders Board Game with a Problem Based Learning Model to Improve Critical Thinking Skills on Cultural Diversity Material. The development procedure uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. Data collection techniques in the preliminary study were in the form of interviews and documentation, while in implementation it was in the form of interviews, observation and documentation. The instruments in this research are interview instruments for needs analysis, media expert and material expert validation sheets, student and teacher interview instruments, and test questions. The test results show a Sig value. (2-tailed) or Two-Sided < 0.01 with a standard deviation of 4,582. This value shows that the significance level is less than 0.05, so it can be concluded that there is a significant difference between the results obtained before and after using the augmented reality-based snakes and ladders board game media. Based on this, it can be concluded that the use of the Augmented Reality-based snakes and ladders board game media is effective in increasing the achievement of learning objectives regarding cultural diversity material.
Pengembangan Multimedia Pembelajaran PPKn Berbasis Wordwall Untuk Siswa Kelas 6 Sekolah Dasar Dina Kurniastuti; Sutrisna Wibawa
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): February : Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v2i1.230

Abstract

Learning media is an important learning tool to consider in the learning process. The presence of learning media can make learning more interesting and active, so that the use of media can help increase student achievement and learning motivation. The presence of learning media in citizenship learning content is considered very important to reduce the verbality of citizenship learning material. The aim of this research is to develop wordwall-based citizenship learninglearning media that can be used by teachers to transfer material and carry out learning evaluations. The type of research used in this research is development research (Research and Development). Research and development is research that aims to produce a product that comes from research and testing the product that has been developed. The development research model is the ADDIE model which consists of five stages of development research. The five stages are analysis, design, development, implementation and evaluation. In this research, the development stage will be discussed up to the ADD stage. The subjects in this research were media experts, material experts, and three 6th grade elementary school students to test the level of appropriateness of the media. Based on the validation test, it can be seen that through the two stages of validation by experts, the wordwall media was declared very suitable for use in learning. This is because wordwall media can have a positive influence on the classroom climate and student learning outcomes.
Kemampuan Berpikir Kritis Pada Pembelajaran Pkn Menggunakan Model PBL Berbasis Treasure Hunt Dan QR Code Anatasia Riantika; Sutrisna Wibawa
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): February : Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/semantik.v2i1.278

Abstract

In the era of revolution 4.0, education does not only require intellectual abilities, but critical thinking, creative, communicative and collaboration skills. The problem with Civics learning is that it still prioritizes cognitive aspects, it has not been able to realize the goal of creating critical and responsible students. There needs to be innovation in Civics learning that combines problem-based learning models through games and is integrated with the use of technology in elementary schools. This research aims to find out the influence of problem based learning implemented through the QR code-assisted treasure hunt game on Civics learning. The research method used is descriptive qualitative. The analysis technique used is an interactive analysis model consisting of data reduction, data presentation, and drawing conclusions or verification. The results of data analysis are presented in the form of descriptions supported by observations, interviews and literature studies. The results of the analysis and discussion can be concluded that critical thinking skills emerge in Civics learning using the PBL treasure hunt and QR code models. Critical thinking skills are demonstrated by the emergence of the following indicators: providing simple explanations, building basic skills, concluding, making further explanations, strategies and tactics. It is hoped that the results of this study can become a reference, especially in the field of education, to create a superior and characterful next generation.
Pengembangan Media Berbasis Site dalam Pembelajaran Pendidikan Pancasila Kelas 4 di SDN Plampang Bayu Bumantara; Sutrisna Wibawa; Marzuki
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 2 No. 1 (2024): Januari: Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/nakula.v2i1.397

Abstract

The importance of improving the quality of Pancasila education learning in grade 4 at SDN Plampang has triggered the development of site-based media as an innovative solution. This research aims to evaluate the effectiveness of this media in increasing students' understanding of Pancasila values. The research method used is Research and Development (R&D). The research results show that site-based media has succeeded in increasing student involvement and making a positive contribution to understanding Pancasila concepts. Pancasila Education Teachers also recognize the key role of this media in presenting material dynamically and accommodating diverse learning styles. Although effective, research identifies barriers, including limited access to technology and teachers' technology skills. Therefore, training and technical support are needed so that site-based media can be used optimally. These findings provide a basis for further development of this media or adjustment of learning methods according to classroom dynamics and technological developments.
Pembelajaran Berbasis Proyek Mind Mapping Dengan Aplikasi Canva Pada Mata Pelajaran PPKN Di SD Dewi Wulandari; Sutrisna Wibawa
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 4 No. 1 (2024): Maret : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v4i1.2682

Abstract

This research aims to determine significant differences in Civics learning outcomes between groups of students who took part in mind mapping project-based learning with the Canva application and groups of students who took part in conventional learning in class V. The research design used a quasi-experimental design. The research sample was taken using a simple random sampling technique so that 15 class V students were selected as the experimental class and 15 students as the control class. Data collection uses observation and PPKn learning outcomes tests. Data analysis techniques use descriptive statistics and inferential statistics, where inferential statistics are divided into three, namely normality tests, homogeneity tests, and hypothesis tests. The results of the research show that: 1) there are differences in Civics learning outcomes between students who take part in mind mapping project-based learning with the Canva application and students who take conventional learning, and 2) there is an influence of mind mapping project-based learning with the Canva application on learning outcomes in subjects PPK for fifth grade students at Ngringin State Elementary School
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF FLIPBOOK PADA MATA PELAJARAN PENDIDIKAN PANCASILA PESERTA DIDIK KELAS IV SD Ridiyanto, Ridiyanto; Sutrisna Wibawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16069

Abstract

This research is motivated by the motivation of students in learning Pancasila Education which is still low and they are less active in implementing learning. The aim of the development carried out by the researcher is to produce interactive learning media, flipbook, material for flat construction for fourth grade elementary school students, seen from its validity, attractiveness and practicality. This research includes research and development (Research and Development), using the ADDIE research model from the Analyze, Design, Develop, Implement, and Evaluate stages which go through several stages, namely analysis, design, development, implementation, and evaluation. The trial of interactive learning media was supported by an expert team validity assessment, and validity questionnaire data from fourth grade elementary school student respondents, and based on the results of the material expert's assessment, they got a score of 82% in the very feasible and valid category, media experts got a score of 83% in the category very feasible and interesting, and the small scale assessment of 7 respondents from students averaged 4.65 in the very practical category, so it can be concluded that this flipbook interactive media is suitable for use by students.
PENGEMBANGAN MEDIA BELAJAR INTERAKTIF LKPD BERBASIS LIVEWORKSHEET PADA MATA PELAJARAN PKN KELAS 6 SD Nur Wahidah Yuliati; Sutrisna Wibawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 03 (2024): Volume 09, Nomor 03, September 2024 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i03.16134

Abstract

The research carried out focused on developing Liveworksheet-based E-LKPD learning media for class VI elementary school Civics lesson content, especially Rights and Obligations material. This research was carried out using the R&D development research method with the ADDIE model. In the ADDIE model there are five stages, namely Analyze, Design, Develop, Implement, and Evaluate. In this research, the researcher tried to reach the Evaluate stage because the researcher wanted to know to what extent this development was suitable for use based on the assessment of the validator. The results of validation of learning media by media experts and material experts obtained a score of 85% which is included in the Very Appropriate or Very Good category because the percentage of validation results is in the range 81-100%. Thus, Liveworksheet-based E-LKPD learning media for Civics lesson content is very suitable for use in the learning process. This Liveworksheet-based E-LKPD learning media can increase the use of technology, on the other hand it also makes students enthusiastic in participating in the learning process.