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PENYIMPANGAN MAKSIM KESANTUNAN JURI DAN PEWARA DALAM KONTEKS D’ACADEMY ASIA TAHUN 2019 Melenia Wati, Shinta; Ngatmini, Ngatmini; Utami, H.R.
Jurnal Bahastra Vol 8, No 1 (2023): Edisi September 2023
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/bahastra.v8i1.7317

Abstract

The purpose of this study is to describe the politeness deviations contained in the speeches of the judges and presenters in the D'academy Asia contest. Therefore this research is descriptive qualitative. The data of this study are in the form of the speeches of the judges and presenters in the D'Academy Asia contest which indicate deviations from the maxim of politeness. The data collection method uses recording techniques, note-taking techniques are followed by transcripts and classifying. The technique of presenting the results of data analysis using informal methods.The results of the study showed deviations from the politeness maxims carried out by the jury including: deviations from the maxims of tact, generosity, modesty, agreement and sympathy. Deviations from the politeness maxim by the speaker include the maxims of wisdom, generosity, appreciation and sympathy. The purpose of this study is to describe the politeness deviations contained in the speeches of the judges and presenters in the D'academy Asia contest. Therefore this research is descriptive qualitative. The data of this study are in the form of the speeches of the judges and presenters in the D'Academy Asia contest which indicate deviations from the maxim of politeness. The data collection method uses recording techniques, note-taking techniques are followed by transcripts and classifying. The technique of presenting the results of data analysis using informal methods.The results of the study showed deviations from the politeness maxims carried out by the jury including: deviations from the maxims of tact, generosity, modesty, agreement and sympathy. Deviations from the politeness maxim by the speaker include the maxims of wisdom, generosity, appreciation and sympathy.
PESAN MORAL DALAM KUMPULAN CERPEN SENYUM KARYAMIN KARYA AHMAD TOHARI Fairuz Hanisworo, Luthfi; Maharani Umaya, Nazla; Ngatmini, Ngatmini
Jurnal Bahastra Vol 8, No 1 (2023): Edisi September 2023
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/bahastra.v8i1.7156

Abstract

This study aims to describe the form of the moral message in Ahmad Tohari's collection of short stories Senyum Karyamin and describe the way of delivery in the short story collection of Smile Karyamin by Ahmad Tohari. The method used in this research is descriptive qualitative method. Collecting data in this study using reading and note techniques. The results of this study indicate a form of moral message, namely hard work, loyal friends, tolerance, mutual help, mutual respect, don't be arrogant, responsibility, self-introspection, patience, and honesty. The results of further research, namely the way of conveying moral messages are divided into two, namely directly and indirectly. Direct delivery can be seen through monologues and dialogues, while indirect delivery can be seen through the context of events.
Pengembangan Mading Digital Sebagai Media Pembelajaran Berbasis Aplikasi Canva Suyitno, Suyitno; Ngatmini, Ngatmini; Handayani, Pipit Mugi; Prayogi, Icuk
Journal of Digital Community Services Vol. 1 No. 2 (2024): July
Publisher : Institute Of Advanced Knowledge and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69693/dcs.v1i2.10

Abstract

Dengan berkembangnya teknologi, media pembelajaran tradisional mulai beralih ke digital, sehingga perlu adanya pengembangan media pembelajaran yang lebih baik. Mengingat majalah dinding digital merupakan peralihan dari majalah dinding fisik (board magazine) ke majalah dinding digital, maka potensi majalah dinding perlu dimanfaatkan dengan mengembangkan majalah digital berbasis aplikasi Canva. Canva merupakan aplikasi visual yang dapat digunakan siapa saja dengan akses penuh. Proposal ini bertujuan untuk mengembangkan media digital sebagai media pembelajaran bagi guru di MDTA 32 Darul Hasan dengan menggunakan aplikasi Canva. Permasalahannya adalah kurangnya inovasi gaya belajar guru, khususnya pemanfaatan teknologi untuk memperkaya metode guruan. Solusi yang diusulkan adalah mengembangkan media digital yang interaktif dan menarik menggunakan aplikasi Canva.Media digital ini akan memuat berbagai materi pembelajaran yang berkaitan dengan kurikulum di MDTA 32 Darul Hasan. Selain itu, majalah ini juga akan memiliki fitur interaktif, seperti video, audio dan link web, untuk meningkatkan keterlibatan siswa dalam proses pembelajaran.Target hasil yang ingin dicapai antara lain, membangun media digital yang interaktif dan menarik untuk setiap mata pelajaran di MDTA 32 Darul Hasan. Melatih guru menggunakan media digital dan aplikasi Canva dalam pembelajaran.Memanfaatkan media digital dalam proses pembelajaran di MDTA 32 Darul Hasan dengan menggunaan aplikasi Canva.Dengan dikembangkannya media digital sebagai sarana pembelajaran diharapkan dapat meningkatkan kualitas pembelajaran di MDTA 32 Darul Hasan dan memperkaya pengalaman belajar guru dan siswa melalui pemanfaatan teknologi.
Penerapan Media Powtoon dalam Pembelajaran Teks Negosiasi Peserta Didik Kelas X-4 SMA N 5 Semarang Amalia, Ana; Ngatmini, Ngatmini
Transformatika: Jurnal Bahasa, Sastra, dan Pengajarannya Vol. 8 No. 2 (2024): TRANSFORMATIKA: JURNAL BAHASA, SASTRA DAN PENGAJARANNYA
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/transformatika.v8i2.1740

Abstract

Learning media is a component that supports effectiveness in the learning process in Indonesian language subjects. In applying media in learning, teachers are advised to apply media that can make students interested in learning and raise their motivation in learning. As technology develops in the current digital era, there are more and more technology-based learning media. Powtoon media is a technology-based learning media that can attract students to learn and raise their motivation. This is because the media is an animated video that combines audio and visuals which can provide a special attraction in learning negotiation texts for class X-4 students. This research examines the application of Powtoon media in learning negotiation texts for class X-4 students at SMA N 5 Semarang. The main problem is the low interest of students in learning about negotiation text material which is delivered only through the lecture method without interactive learning media. Therefore, researchers apply new innovations in the learning process in the form of applying Powtoon media in learning negotiation texts with the aim of increasing activity so that students are more enthusiastic and active in learning, in addition to making students understand more about the structure of negotiation texts Powtoon media. The research method used is descriptive qualitative with data collection through tests and non-tests. The research results show that the application of Powtoon is effective in increasing student participation, this is shown by the test results of students with the highest score of 95 and the lowest score of 85, and non-test results in the form of interviews and observations show that students are active and enthusiastic in learning.
Penerapan Media Powtoon dalam Pembelajaran Teks Negosiasi Peserta Didik Kelas X-4 SMA N 5 Semarang Amalia, Ana; Ngatmini, Ngatmini
Transformatika: Jurnal Bahasa, Sastra, dan Pengajarannya Vol. 8 No. 2 (2024): TRANSFORMATIKA: JURNAL BAHASA, SASTRA DAN PENGAJARANNYA
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/transformatika.v8i2.1740

Abstract

Learning media is a component that supports effectiveness in the learning process in Indonesian language subjects. In applying media in learning, teachers are advised to apply media that can make students interested in learning and raise their motivation in learning. As technology develops in the current digital era, there are more and more technology-based learning media. Powtoon media is a technology-based learning media that can attract students to learn and raise their motivation. This is because the media is an animated video that combines audio and visuals which can provide a special attraction in learning negotiation texts for class X-4 students. This research examines the application of Powtoon media in learning negotiation texts for class X-4 students at SMA N 5 Semarang. The main problem is the low interest of students in learning about negotiation text material which is delivered only through the lecture method without interactive learning media. Therefore, researchers apply new innovations in the learning process in the form of applying Powtoon media in learning negotiation texts with the aim of increasing activity so that students are more enthusiastic and active in learning, in addition to making students understand more about the structure of negotiation texts Powtoon media. The research method used is descriptive qualitative with data collection through tests and non-tests. The research results show that the application of Powtoon is effective in increasing student participation, this is shown by the test results of students with the highest score of 95 and the lowest score of 85, and non-test results in the form of interviews and observations show that students are active and enthusiastic in learning.
Kalimat Tanya pada Percakapan Tokoh Utama dalam Noveltoon Kulepas Kau Dengan Bismillah Karya D'wie Hendrawati, Maulina; Ngatmini, Ngatmini; Kurniawan, Latif Anshori
Transformatika: Jurnal Bahasa, Sastra, dan Pengajarannya Vol. 9 No. 1 (2025): TRANSFORMATIKA: JURNAL BAHASA, SASTRA, DAN PENGAJARANNYA
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/transformatika.v9i1.2060

Abstract

The aim of this research is to describe the types of interrogative sentences in the NovelToon Kulepas Kau dengan Bismillah by D'wie. The research method used in this research is descriptive qualitative by describing the use of interrogative sentences in the conversation of the main character in the NovelToon Kulepas Kau with Bismillah. The results of this research include four types of question sentences, there are 196 ordinary question sentences, 17 rhetorical question sentences, 58 disguised question sentences, and 89 clarifying questions. Of the four types of question sentences, 361 quotations were found, the most dominant type of question sentence used in NovelToon Kulepas Kau dengan Bismillah by D'wie was a regular question sentence which appeared 196 times, while rhetorical question sentences with 17 quotations were the most common type of question sentence. appeared a little. The reason why there are more ordinary interrogative sentences in D'wie's NovelToon Kulepas Kau dengan Bismillah is because ordinary interrogative sentences are often used to obtain information directly, often appear in everyday communication, and have a simple structure. Meanwhile, rhetorical question sentences are used less often because they aim to express feelings without requiring an answer.
Pelatihan pembelajaran menyenangkan dengan pendekatan efikasi diri bagi guru SD di KKG Dewi Sartika Rembang Ngatmini, Ngatmini; Mugi Handayani, Pipit; Suyoto, Suyoto; Wiyaka, Wiyaka
Community Empowerment Journal Vol. 3 No. 1 (2025)
Publisher : CV. Yudhistt Fateeh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61251/cej.v3i1.130

Abstract

Pembelajaran yang menyenangkan perlu diprioritaskan agar peserta didik nyaman dan termotivasi untuk belajar. Namun, banyak pendidik langsung mengajar materi tanpa menciptakan suasana belajar sesuai kurikulum merdeka. Pembelajaran tersebut akan tercapai jika pendidik memiliki kepercayaan diri melalui pendekatan efikasi diri. Efikasi diri adalah keyakinan dan penilaian individu bahwa dirinya mampu melakukan tugas sesuai dengan yang dipersyaratkan untuk mencapai tujuan. Pendekatan ini membantu pendidik percaya diri dalam mengatasi peserta didik bermasalah dan menciptakan suasana belajar yang positif sehingga berdampak pada prestasi peserta didik. Guru di KKG Dewi Sartika memiliki kompetensi baik, tetapi masih kurang percaya diri dalam menghadapi siswa bermasalah. Tujuan kegiatan PKM ini adalah untuk meningkatkan efikasi diri pendidik dalam melaksanakan tugas mengajar melalui pembelajaran yang menyenangkan. Efikasi diri yang kuat akan meningkatkan kualitas pengajaran, mencetak pendidik dan peserta didik yang berprestasi. Metode yang diterapkan adalah metode partisipatif bersama tim PKM, meliputi pemberian materi, praktik, dan pendampingan untuk refleksi para peserta setelah mengikuti pelatihan. Melalui pelatihan ini, dihasilkan pendidik yang lebih percaya diri terhadap kemampuannya berdasarkan refleksi hasil rekaman video pembelajaran, respon pendidik bahwa kegiatan sangat bermanfaat sebagai pengalaman menciptakan pembelajaran yang menyenangkan, serta manfaat itu akan dibagikan kepada pendidik yang belum sempat hadir. Joyful learning should be prioritized to ensure students feel comfortable and motivated to learn. However, many educators directly teach the material without creating a conducive learning atmosphere as required by the independent curriculum. Such learning goals can be achieved if educators possess confidence through a self-efficacy approach. Self-efficacy refers to an individual's belief and assessment of their ability to perform tasks required to achieve specific goals. This approach aids educators in building confidence to address challenging students and create a positive learning environment that has an impact on student achievement. Teachers at KKG Dewi Sartika demonstrate good competence, but lack confidence in dealing with challenging students. The purpose of this activity is to improve the self-efficacy of educators in carrying out teaching tasks through joyful learning. Strong self-efficacy enhances teaching quality, fostering both educator and student excellence. The method applied is a participatory method with the team, encompassing material provision, practical sessions, and continuous mentoring for reflection after training. Through this training, educators are produced who are more confident in their abilities based on reflections on the results of the learning video, educator responses that the activity was very useful in create enjoyable learning experiences, and these benefits would be shared with other educators who had not had the opportunity to attend.
Desain Media Pembelajaran Berbasis Hypnoteaching untuk Meningkatkan Pemahaman Materi Bumi di Kelas V SD Warto, Warto; Buchori, Achmad; Ngatmini, Ngatmini
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 19, No 1 (2025)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v19i1.22181

Abstract

Addressing fifth-grade students’ challenges in comprehending abstract geological concepts such as Earth’s layers, water cycles, and tectonic plate movements, this study focuses on designing hypnoteaching-integrated learning media for the “Let’s Get to Know Our Earth” material. Utilizing the Research and Development (RD) method with the ADDIE model, the analysis and design stages were prioritized. Needs assessments via classroom observations, teacher interviews, and literature reviews revealed gaps in students’ conceptual grasp of dynamic Earth processes. The developed media a twenty minute educational video combines animated visualizations, suggestive narratives, and interactive pedagogical components tailored to elementary learners. Structured into introduction, core content delivery, group activities, quizzes, and motivational closure, the resource aligns with cognitive and engagement needs of young students. Preliminary teacher validations underscore its effectiveness in capturing attention, fostering motivation, and clarifying complex scientific phenomena. This innovation presents a potential alternative for enhancing IPAS (Natural and Social Sciences) instruction, promoting interactive learning experiences. Further studies are encouraged to empirically test the media’s efficacy in classroom applications and investigate its adaptability to diverse subject matters.
KEBERMANFAATAN APLIKASI DAMARJATI BAGI PEMBELAJARAN BAHASA JAWA DI SEKOLAH MENENGAH ATAS DI JAWA TENGAH 'BENEFITS OF THE DAMARJATI APPLICATION FOR LEARNING JAVANES IN HIGH SCHOOLS IN CENTRAL JAVA ' Suyitno, Suyitno; Ngatmini, Ngatmini; Wibowo, Setyoningsih
Jurnal Sarjana Ilmu Pendidikan Vol 2, No 1 (2022): Jurnal Sarjana Ilmu Pendidikan
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jsip.v2i1.8329

Abstract

The purpose of this study was to analyze user responses and describe the usefulness of the Damarjati application for learning Javanese SMA in Central Java Province. This research is part of development research that refers to the Borg and Gall development model. Research data in the form of student responses were obtained using a questionnaire instrument via google form. The data obtained were analyzed numerically with the percentage technique. The results showed: a) there were 426 (94%) respondents who stated that it was very useful and useful, 413 (92%) respondents stated that it was very easy and easy, 413 (92%) respondents stated that the application display Damarjati is very attractive and attractive to learning Javanese for SMA in Central Java Province; and b) in terms of its usefulness, the Damarjati application can be concluded that it is very useful, reaching a percentage of 94%.Keywords: usefulness, Damarjati application, learning, Javanese
An Analysis of Letter Recognition Skills Through the Letter Card Box Game in Children Aged 4–5 Years Desti Rahayu, Yayuk; Andri Nugroho, Aryo; Ngatmini, Ngatmini
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 3 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i3.4240

Abstract

This study aims to analyze the effectiveness of the letter card box game as an educational medium in enhancing the letter recognition skills of children aged 4–5 years at TK Mutiara Basmallah 1 Tembalang. The research employed a descriptive qualitative approach, with data gathered through observation, interviews, and documentation. The results reveal that the use of the letter card box game significantly improves children's abilities in identifying letter shapes, names, and phonetic sounds. The media successfully captures children’s attention and fosters a joyful, engaging, and interactive learning atmosphere. By incorporating visual, auditory, and kinesthetic learning styles, this media helps strengthen children's cognitive engagement and retention in the learning process. Furthermore, it promotes active participation and collaboration among peers during activities. However, the study also identifies several challenges, including the limited availability of the media, restricted instructional time, and difficulties encountered by some children in distinguishing visually similar letters. These obstacles can be mitigated through the application of more diverse instructional strategies and continuous collaboration among teachers, parents, and the school. Overall, the letter card box game proves to be an effective medium for developing early literacy in young children. It is therefore recommended that schools adopt this media in their curriculum and support it through teacher training programs and enhanced educational resources.