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KEPEMILIKAN SERTA PEMBENTUKAN MODAL SOSIAL OLEH WISATAWAN DALAM MEMILIH HOUSE OF SAMPOERNA SEBAGAI DAYA TARIK WISATA Asnurul Novia Narendra; Sri Kusuma Habsari; Deny Tri Ardianto
Jurnal Pariwisata Pesona Vol 4, No 1 (2019): Edisi Juni 2019
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1858.509 KB) | DOI: 10.26905/jpp.v4i1.2503

Abstract

Everyone has social capital. Social capitals own by founding community of tourist locations and tourists. This study aims to prove the influence of social capital that is owned by each individual who then encourages them to choose House of Sampoerna  as a tourism attraction and tourism place. Furthermore, this study also looks at how changes in social capital tourists have after visiting the House of Samporna. The study used the voices of 10 tourism of House of Samporna Surabaya. The results of the study answer the research objectives and find that social capital does not only function as a driver of preservation of tourist culture and tourist attraction by tourist founders, but also as a driver for people to decide on tourist destinations. In addition, through the social capital that is owned, the turism will get new relationships, new experiences, new knowledge, or the new work that the writer call as new social capital. That social capital is able to become additional social capital to sustain life in the future.
Digital Flipbook Empowerment as A Development Means for History Learning Media Muhammad Abror A; Nunuk Suryani; Deny Tri Ardianto
Jurnal Pendidikan Indonesia Vol 8 No 2 (2019)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.552 KB) | DOI: 10.23887/jpi-undiksha.v8i2.24122

Abstract

The purpose of this research was to help empower the atmosphere and climate of learning students who had different learning styles with the prior generation by using a digital-based instructional media such as digital flipbook. The research methods used were Research and Development, ADDIE model. Data collection obtained through interviews, questionnaires or questionnaires with direct observation. The data analysis technique used was an Independent sample test of hypothesis testing via SPSS version 26. The objects of the research were 11th grade students of Public High School 1 Dagangan, academic year 2019/2020. The results of the research development of digital flipbook learning media on the effectiveness test stage through post-test of the control class and the experimental class showed the mean difference or the average grade of the experimental class (XI Social Sciences 2) 91.6 and grade control (XI Social Sciences 1) 83.5. Thus, digital flipbook learning media that have been developed have succeeded in gaining a significant increase in students' grades as well as succeeding as delivering information media to students in the classroom.
Pencapaian Hasil Belajar Biologi dengan Model Problem Based Learning (PBL) dan Model Kooperatif Tipe Student Teams-Achievement Divisions (STAD) Ditinjau dari Minat Belajar Peserta Didik Sekolah Menengah Atas Negeri di Kabupaten Grobogan Ririk Niangkasawati; Mulyoto Mulyoto; Deny Tri Ardianto
Teknodika Vol 14, No 2 (2016): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (261.493 KB) | DOI: 10.20961/teknodika.v14i2.34731

Abstract

The objectives of this research are to investigate: (1) the difference of effect between the PBL model and the cooperative learning model of the STAD type on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency; (2) the difference of effect between the high learning interest and the low learning interest on the  Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency; (3) and the interaction of effect between the learning models and the learning interests on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency. This research used the experimental research method with the factorial design of 2x2. It was conducted at Senior Secondary Schools of Grobogan Regency. The results of this research are as follows: (1) there was a significant difference of effect between the PBL model and the cooperative learning model of the STAD type on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency where the former had a better effect on the Biology learning outcome than the latter as indicated by the result of the two-way analysis of variance (ANOVA) in which the F-value  was 4.669 and the p-value was smaller than 0.05; (2) there was a significant difference of effect between the high learning interest and the low learning interest on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency where the former had a better effect on the Biology learning outcome than the latter as indicated by the result of the twoway analysis of variance (ANOVA) in which the F-value  was 5.554 and the p-value was smaller than 0.05; and (3) there was an interaction of effect between the learning models and the learning interests on the Biology learning outcome of the students of Senior Secondary Schools of Grobogan Regency as indicated by the result of the two-way analysis of variance (ANOVA) in which the F-value was 4.434, and the p-value was smaller than 0.05. The highest average score in Biology learning of the students with the PBL model and with the high leaning interest was 83.88, whereas the lowest score in Biology learning of the students with the PBL model and with the low learning interest was 74. 47
Pengembangan Aplikasi Multimedia Pembelajaran CD Tutorial Pada Mata Kuliah Berbasis Praktik Rizqi Abdillah; Sunardi Sunardi; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.437 KB) | DOI: 10.20961/teknodika.v16i1.34755

Abstract

The purpose of this research is to describe the needs of students to the application of CD tutotial as learning media at the course based on practice, its developing and the students’ responds towards the media used in the instructional process.  The program of Educational Technology is famous of its students who have a high capability in multimedia field of study as some of the courses relate to technology-based learning. Unfortunatelly, there are some obstacles coming up as the practice-based course has less optimum on its real class. It makes the researcher trying to develop an application of learning media in term of CD Tutorial to be applied at the class by the practice-based course. This research uses ADDIE developing model (Analysis, Design, Development, Implementation, Evaluation). The result of this research and development will be in term of media product which is later on will be done some evaluation tests from the expert teams, and at last filed test to know its effectiveness of its media on the instructional process.
Pengembangan Alat Permainan Edukatif Kartu Giling Huruf untuk Meningkatkan Kemampuan Membaca Anak Usia Dini 4-6 Tahun Sri Harti; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 15, No 1 (2017): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.816 KB) | DOI: 10.20961/teknodika.v15i1.34933

Abstract

Kartu Giling Huruf (KGH) as one of the learning media for reading needs to be developed, both in terms of shape, size, color, and material to be more interesting to children so that children will play this tool more often and more easily understand letters and vocabulary as contained in KGH. This research is intended to develop KGH as a medium for learning to read for early childhood 4-6 years old. The sampling procedure in this developmental research follows the ADDIE development model (analysis, design, development, implementation, and evaluation) which is carried out in Ar-Rohmah Kindergarten. The stages required observation time along with the development of KGH in semester 2, February - May in 2014/ 2015 academic year. Theresults of the effectiveness test and trial development results showed that the KGH developed is ready to be used and produced in a wider scope.
Permasalahan dan Peluang Pendidikan di SMK pada Era Teknologi Digital Maenuddin Bustanil Syah; Asrowi Asrowi; Deny Tri Ardianto
Teknodika Vol 17, No 2 (2019): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.713 KB) | DOI: 10.20961/teknodika.v17i2.34964

Abstract

The era of digital technology in education is developing rapidly in the use of innovative media in the learning process to produce competent and competitiveness graduates. This study aims to analyze the development of interactive multimedia as a need for the learning process of graphic design printing in the Digital Technology Era. This study uses descriptive qualitative method with the data collection techniques of observations, interviews, and documentation. This study was conducted at SMK Negeri 3 Parepare. The subjects of the study consisted of 61 students and a graphic design teacher. First, the results from the questionnaires show that the current learning process has not been able to motivate students, so it is expected the interactive multimedia can facilitate the students to understand and improve their multimedia competence. Second, based on the interview with the graphic design teacher, the teacher also expects the innovation of learning, specifically interactive multimedia, as a support for the learning process to improve the students’ multimedia competence. This study implies that the interactive multimedia needs to be developed as a support for the learning process to improve students’ multimedia competence
Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Pengolahan Citra Digital di Sekolah Menengah Kejuruan Negeri 8 Semarang Yuli Sintya Maharani; Nunuk Suryani; Deny Tri Ardianto
Teknodika Vol 16, No 1 (2018): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (490.128 KB) | DOI: 10.20961/teknodika.v16i1.34757

Abstract

This research aims to; (1) describe the needs of subjects Digital Image Processing class XI Multimedia at SMK N 8 Semarang, (2) development of Interactive Digital Image Processing class XI Multimedia at SMK N 8 Semarang, and (3) Measurement of multimedia effectiveness Product development on image processing subjects Digital class XI Multimedia at SMK N 8 Semarang. This research was research and development, which referred to the ADDIE model. The Learning interctive multimedia was developed through five stages, the developmental steps begun by analyzing the requirements, design, manufacturing, implementation,and evaluation. The process assesses the feasibility of learning media by providing questionnaires to media experts, material experts, and test respondents (students). Data questionnaire is then processed to determine the feasibility of media. The results of this study is interactive multimedia learning products with Adobe Flash application base. This can be seen from the validation of material experts with an average of 4.51 and has a very good category. Validation of media experts with an average of 4.59 is a very good category. According to the students, this multimedia is very good with an average of 4.61.  The result of this research showed that the developed media had been fulfilled the requisites and worthy of being a medium of learning. The result of t-test by using paired sample t-test obtained result that on α = 5 % with DK ={t|t ≤ −t0.025;33 = −2,03 or t ≥ t0.025;33 = 2,03} and tobs = -7,29, maka –tobs = −7.297 ≥ −ttable = −2.034. And was obtained value Sig. (2-tailed)= 0.000 <0.05, therefore, it can be concluded that both groups have unequal achievement. The experimental class has an average of 85.41 while the control class has an average of 71.29. So it can be concluded learning multimedia is effective to be used in the learning activity and can improve student achievement.
Peran Guru melalui Pembelajaran Sejarah Lokal dalam Mempersiapkan Generasi Tangguh Nino Melkias Mailani; Leo Agung S; Deny Tri Ardianto
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 5, No 3 (2022): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (245.816 KB) | DOI: 10.20961/shes.v5i3.59307

Abstract

History learning is the approach of a teacher in order to introduce students to local wisdom that is around them. The aim is to find out the role of teachers through learning local history and to find out the obstacles and efforts of teachers in preparing the Tangguh Generation. The method used is a qualitative method. The results of the study indicate that the history teacher acts as a guide who acts like a parent, assists, directs, and motivates students in learning local history. The role of the history teacher is as a stimulus for students' creativity by providing variations in local history learning to make it more interesting, acting as a seeker to enrich knowledge by constantly seeking local historical sources and as an authority. The obstacles and efforts of teachers in developing the character of class X Social Studies students through local history learning at SMA Kristen 1 Soe are: (1) The difficulty of history teachers in adjusting the character to be achieved with the material to be taught. (2) The history teacher has difficulty understanding the psychological condition of students who tend to be passive. (3) Lack of supervision of students after being outside school.
Pelatihan Fotografi Dasar untuk Peningkatan Potensi Profesional Siswa Jurusan Multimedia SMK Muhammadiyah 3 Gemolong Deny Tri Ardianto
Abdi Seni Vol 12, No 2 (2021)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v12i2.3922

Abstract

Fotografi dalam perkembangannya menjadi sebuah kebutuhan penting dalam kehidupan manusia. Penguasaan kompetensi fotografi sangatlah penting sebagai salah satu modal dalam mengembangkan kompetensi keahlian multimedia. Fotografi merupakan keahlian yang penting dikuasai oleh siswa SMK jurusan Multimedia karena bidang tersebut dapat dikembangkan secara profesional, bahkan sebelum lulus dari jenjang sekolah. Program Pengabdian Kepada Masyarakat oleh Dosen S1 Desain Komunikasi Visual (DKV), Fakultas Seni Rupa dan Desain (FSRD), Universitas Sebelas Maret (UNS) yang tergabung dalam Grup Riset Desain dan Media Baru, bertujuan untuk mengadakan “Pelatihan Fotografi Dasar untuk Siswa Jurusan Multimedia di SMK Muhammadiyah 3 Gemolong”. Dengan adanya pelatihan ini diharapkan Siswa Jurusan Multimedia SMK Muhammadiyah 3 Gemolong memiliki wawasan tentang perkembangan dunia fotografi serta pengetahuan dan ketrampilan dalam bidang fotografi untuk mendukung kompetensi kejuruan bidang keahlian multimedia.
Onomatopoea sebagai Pembuka Signifikasi Teks dalam Komik Tintin Petualangan Tintin Penerbangan 714 ke Sidney versi Terjemahan Bahasa Indonesia Deny Tri Ardianto; Dwi Susanto; Sayid Mataram
Mudra Jurnal Seni Budaya Vol 33 No 2 (2018): Mei
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v33i2.349

Abstract

Komik Tintin memperlihatkan onomatopoea yang dimanfaatkan untuk memperjelas makna. Onomatopoea memberikan “celah” sebagai pembuka makna teks dengan melihat gagasan yang lain dalam teks. Pembacaan yang dilakukan atas onomatopoea adalah pembacaan dekonstruksi. Masalah utama dari hal itu adalah apakah makna dalam teks dengan mendasarkan pada bagian terpinggir dari teks seperti onomatopoea. Objek material dari tulisan ini komik terjemahan dari Tintin edisi Petualangan Tintin Penerbangan 714 ke Sidney. Objek formalnya adalah makna dari teks Tintin. Data yang digunakan adalah onomatopoea dalam teks, gagasan yang muncul dari teks, isi cerita dan lain-lain. Teknik interpretasi data dilakukan dengan mendasarkan pada prosedur pembacaan dekonstruksi. Hasil yang diperoleh menunjukkan bahwa onomatopoea menjadi pembuka makna teks melalui serangkaian oposisi seperti onomatopoea versus narasi teks, onomatopoea versus visual, dan narasi teks versus visual. Onomatopoea mengikat sekuen sebelum dan sesudahnya dan meluruhkan narasi teks serta visual yang “tidak penting” disekitar onomatopoea. Gagasan interteks yang muncul adalah melanjutkan proyek rasionalisme, bias kolonial dan keunggulan ras, serta meluruhnya gagasaan tersebut melalui kritik atas materialisme. Hal itu ditunjukkan melalui teks-teks petualangan, konflik ideologis, hingga hero yang super seperti pada era Romantisme Eropa.Tintin comic utilizes onomatopoeia to clarify meaning. Onomatopoeia gives a "window" as an opening to the meaning intended in the text by relating to other context in it. Onomatopoeia reading is a deconstructive reading. The main problem of this type of reading is whether the meaning in the text is based on the marginalized part of the text such as onomatopoeia. The material object of this paper is a comic translation of Tintin's Adventure entitled Tintin Flight 417 to Sidney. The formal object of this paper is the meaning of the text in the comic. The data of this research are onomatopoeia in the text, ideas that arise from the text, and the content of the story. Data interpretation technique was conducted according to deconstruction reading procedure. The results show that onomatopoeia clarify the meaning of the text through a series of oppositions such as onomatopoeia versus text narrative, onomatopoeia versus visual, and text narrative versus visual. Onomatopoeia binds the previous and following sequences and sheds the "unecessary" visuals and narrative texts around it. The intertextual ideas that arise are issues related to rationalism, colonial bias and racial superiority, and the dissolve of those ideas due to criticisms of materialism. These are shown through the texts of adventure, ideological conflict, and super hero characteristics like commonly presented in the era of European Romance.