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Exploring Shamanic and Blackmagic Practices in the Movie Santet Segoro Pitu Safitri, Anggun Anis; Sulistyo, Teguh; Sari, Nara
Sintuwu Maroso Journal of English Teaching Vol 11, No 1 (2025): Sintuwu Maroso Journal of English Teaching
Publisher : Universitas Sintuwu Maroso

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71127/2829-9426.748

Abstract

This report presents a semiotic analysis of the Indonesian horror film “Santet Segoro Pitu” using Roland Barthes' framework, which includes denotation, connotation, and myth. This study adopts a descriptive-qualitative method, with the film “Santet Segoro Pitu” as the main object. The primary research instrument is Roland Barthes' semiotic approach, which is used to uncover the meaning of signs in the film through three levels of signification: denotation, connotation, and myth. Data collection techniques include watching the entire film on Netflix, using screenshots as documentation, conducting in-depth observations of symbols, and applying triangulation methods. By examining seven key symbols—the black magic “Santet Segoro Pitu,” the mysterious package, the seven seas, the shaman, the Suanggi ghost, the Ruwatan ritual, the offerings, and the antagonist shaman's altar—this study aims to uncover the deeper cultural, social, and ideological messages embedded in the film. This analysis demonstrates how the film leverages traditional Indonesian beliefs about shamans and black magic to construct a narrative that reflects societal anxieties, the enduring power of local folklore, and the tension between traditional and modern practices.
PENGUATAN KOMPETENSI GURU SMA DI KABUPATEN MALANG MELALUI INTEGRASI PROJECT-BASED LEARNING DAN STEAM DI ERA DIGITAL Pudyastuti, Zusana Eko; Palandi, Jozua Ferjanus; Sari, Nara
Jurnal Terapan Abdimas Vol. 11 No. 1 (2026)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v11i1.23674

Abstract

Abstract. This community service focused on improving teachers' competencies at SMA Kristen YBPK Sitiarjo, Malang Regency, by integrating ICT-based learning and the STEAM approach in project-based learning. Project-based learning emphasizes students' active participation in identifying real-world problems and finding creative and innovative solutions to those problems. This workshop project aimed to help teachers deliver learning materials more engagingly and practically to support the development of 21st-century skills of the students. There were 14 teachers from the high school who joined the workshop. For the evaluation, surveys were conducted to assess teachers’ level of comprehension and proficiency in designing Project-based learning and STEAM, aimed at enhancing student knowledge and skills. The results indicated a demonstrable improvement in knowledge and skills across these three pedagogical approaches. Fourteen indicators, categorized into three distinct areas, were utilized to measure this progress. Conceptual understanding and theoretical confidence emerged as the highest-scoring area (4.2 – 4.6). The intermediate-scoring area (3.9 – 4.1) comprised indicators pertaining to basic application capabilities. Conversely, the lowest-scoring area (3.5 – 3.6) was associated with indicators regarding the challenges of implementing these three learning frameworks. Consequently, it can be concluded that this training aligns with teacher requirements in the pursuit of delivering high-quality education.   Abstrak. Kegiatan pengabdian masyarakat ini berfokus pada penguatan kompetensi guru di SMA Kristen YBPK Sitiarjo, Kabupaten Malang melalui penerapan pembelajaran berbasis proyek yang diintegrasikan dengan teknologi informasi dan pendekatan STEAM. PjBL menekankan pada partisipasi aktif siswa dalam menemukan masalah dunia nyata yang ditemui dan mencari solusi kreatif-inovatif dari masalah tersebut. Pelatihan ini bertujuan untuk membantu guru memahami dan terampil dalam merancang dan menyampaikan materi pelajaran secara lebih menarik dan aplikatif guna mengembangkan keterampilan abad 21 siswa. Pelatihan ini diikuti oleh 14 orang guru. Evaluasi dilakukan melalui survei untuk mengetahui tingkat pemahaman dan keterampilan guru-guru dalam merancang pembelajaran berbasis proyek dan STEAM sebagai upaya untuk meningkatkan pengetahuan dan keterampilan siswa. Hasil evaluasi menunjukkan adanya peningkatan pengetahuan dan keterampilan menggunakan ketiga pendekatan tersebut. Terdapat 14 indikator yang digunakan untuk mengukur peningkatan tersebut yang dibagi dalam tiga area. Pemahaman konsep dan kepercayaan diri teoritis adalah area dengan skor tertinggi (4,2 – 4,6). Area dengan skor menengah (3,9 – 4,1) ditunjukkan oleh indikator yang berkaitan dengan kemampuan aplikasi dasar. Sedangkan area dengan skor terendah (3,5 – 3,6) ditunjukkan oleh indikator yang terkait dengan tantangan dalam implementasi ketiga pendekatan pembelajaran tersebut. Sehingga, dapat disimpulkan bahwa pelatihan ini sesuai dengan kebutuhan dari guru-guru sebagai upaya menghadirkan pembelajaran yang berkualitas.
Pelatihan Pembuatan Interactive Media bagi Guru Sekolah Dasar Negeri Sawahan Kecamatan Turen Kabupaten Malang Sulistyo, Teguh; Sari, Nara; Sholeh, Agus
Jurnal Pemberdayaan Masyarakat Vol 7 No 2 (2022): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v7i2.6047

Abstract

The online teaching-learning process mainly means the absence of physical interaction between teachers and students. In this context, the existence of the Web. 2.0-based technologies is expected to bridge the distance between teacher-student and student-student communication. Somehow, it will be a big problem if the teachers do not administer online learning well and appropriately. The facts show that online learning still faces some obstacles, such as the quality of the Internet connection and teacher-student and student-student interaction, including the media applied in the teaching-learning process. Thus, the present community service that involved 30 teachers of elementary schools aims at empowering the teachers with the ability to create interactive media. This activity covers briefing, lecture, demonstration, and workshop on interactive media, such as PowerPoint Presentation (PPT) with voice, Kahoot, and Padlet. The results demonstrate that teachers believe that interactive online learning is not as complicated as they thought and applied in the classrooms.