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PENGARUH MODEL TGT MENGGUNAKAN METODE PEMBERIAN TUGAS TERHADAP HASIL BELAJAR PDO SMKN 2 PALEMBANG Nadya Ulfa; Darlius Darlius; Harlin Harlin
JURNAL PENDIDIKAN TEKNIK MESIN Vol 5, No 1 (2018): JURNAL PENDIDIKAN TEKNIK MESIN
Publisher : UNIVERSITAS SRIWIJAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jptm.v5i1.5327

Abstract

Penelitian ini bertujuan untuk melihat pengaruh model pembelajaran Team Games Tournament (TGT) menggunakan metode pemberian tugas terhadap hasil siswa kelas X Program kelahlian teknik  otomotif pada mata pelajaran  pekerjaan dasar otomotif (PDO) di SMK Negeri 2 Palembang. Metode yang digunakan dalam penelitian ini adalah eksperimen tipe post test only control design. Teknik analisis data (normal dan homogen) yang digunakan adalah uji t pada taraf signifikan 5%. analisis data yang dilakukan untuk uji hipotesis yang menggunakan uji t didapat thitung sebesar 2.997 dan ttabel untuk dk = 30 dengan taraf signifikasi 5 % adalah 2.04 atau  thitung > ttabel (2.997 > 2.04 ) dan Ha diterima. Berdasarkan data diatas dapat dikatakan bahwa ada pengaruh model pembelajaran Team Games Tournament (TGT) menggunakan metode pemberian tugas terhadap hasil siswa kelas X Program kelahlian teknik  otomotif pada mata pelajaran  pekerjaan dasar otomotif (PDO) di SMK Negeri 2 Palembang.Kata Kunci: Uji t, Model Pembelajaran Teams Games Turnament (TGT), Metode Pemberian Tugas, Hasil Belajar.
Politics of Participatory Culture: Indonesian NCTzen and WayZenNi Transforming Fandom for #SM_BOYCOTT_GENOCIDE Nadya Ulfa; Desi Dwi Prianti
Alphabet Vol. 8 No. 1 (2025)
Publisher : Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.alphabet.2025.08.01.02

Abstract

This study examines the #SM_BOYCOTT_GENOCIDE movement as a form of strategic activism undertaken by Indonesian NCTzen and WayZenNi to respond to the dilemma between affective bonds and a sense of humanity. Using Henry Jenkins' framework of fan activism, this study analyzes how participatory culture practices are repurposed as instruments of political participation. Through digital ethnography, data were collected from social media archives (X, Instagram, TikTok, Weverse), interviews with eight fans, and participant observation. The findings suggest this movement is more than a simple act of rejection. It functions as a communicative strategy that balances two distinct approaches: exerting pressure through boycotts and protests and persuading through educational efforts rooted in humanitarian values and often framed by religious narratives. Fandom can take over commodified relational spaces like Weverse, Bubble, and fan call sessions, transforming them into arenas for political struggle. This demonstrates that fans are not just passive consumers but are socio-political actors who can strategically balance affection and ethical commitments and turn fandom into a platform for informal civic education.