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FOLKLOR LAPINDO SEBAGAI WAWASAN GEO-CULTURE DAN GEO-MYTHOLOGY BERBASIS KEARIFAN LOKAL DALAM PEMBELAJARAN BAHASA INDONESIA BAGI PENUTUR ASING (BIPA) Nurwicaksono, Bayu Dwi
Jurnal Pendidikan Bahasa dan Sastra Vol 13, No 1 (2013): Volume 13, Nomor 1, April 2013
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/bs_jpbsp.v13i1.761

Abstract

Abstrak Kearifan lokal tentang insiden lumpur Lapindo adalah cerita rakyat tentang kejadian di masa lalu yang dapat digunakan sebagai pelajaran pada masa kini dan masa depan, tentang dongeng Candi Tawangalun dan dongeng Emas Ketimun. Terlepas apakah itu sebuah dongeng yang pernah terjadi secara empiris atau hanya realitas-fiksi, kehadirannya dapat digunakan sebagai pijakan untuk memahami peristiwa (bencana) dari perspektif budaya. Wawasan Geo-Budaya dan Geo-Mitologi dalam cerita rakyat Lapindo bisa menjadi alternatif bahan pembelajaran kontekstual berbasis kearifan lokal dalam pembelajaran bahasa Indonesia untuk penutur asing karena kontekstualitas dan substansi nilai-nilai yang terkandung di dalamnya sangat menarik. Praktek pembelajaran bahasa Indonesia untuk penutur asing di Australia diketahui bahwa cerita tradisi lisan tapi cerita hanya sebagai pelengkap tradisi lisan sama pentingnya dengan pengetahuan tentang tata bahasa, bahkan dengan pengenalan tradisi lisan cerita, pembelajar BIPA akan mengetahui tentang budaya Indonesia. Kata-kata kunci: cerita rakyat, Geo-Culture, Geo-Mythology, kearifan lokal, BIPA Abstract Local wisdom about Lapindo mudflow incident is the folklore about the events in the past that can be used as a lesson on the present and future, that fairy tales Tawangalun Temple and fairy tale Golden Cucumber. Regardless whether it's a fairy tale ever happened empirically or just reality-fiction, its presence can be used as a foothold for understanding the events (disasters) from the perspective of the present culture. Insights Geo-Culture and Geo-Mythology in Lapindo folklore can be an alternative contextual teaching materials based on local wisdom in learning Indonesian for foreign speakers because contextuality and substance of the values contained in it very interesting. Practice learning Indonesian for foreign speakers in Australia is known that oral tradition story but the story only as a complement to the oral tradition is just as important as knowledge of grammar, even with the introduction of the oral tradition of story, BIPA learners will know the culture of Indonesia.Keywords: folklore, Geo-Culture, Geo-Mythology, local wisdom, BIPA
PENERAPAN KOLABORASI STRATEGI METAKOGNITIF DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI MENULIS KARYA ILMIAH Bayu Dwi Nurwicaksono
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 2 No 2 (2017): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (105.235 KB) | DOI: 10.33086/ehdj.v2i2.396

Abstract

This research is motivated by the low accumulation of cognitive, affective, and psychomotor values of students in scientific writing, that’s 63.45. Whereas based on preliminary tests, students have potential in intellectual development. The purpose of this study is to describe student learning outcomes on the materials of writing scientific papers by applying metacognitive strategy collaboration. This classroom action research is a quantitative descriptive study. The subject of his research is the students of class XI.IPA.2 SMA Trisila Surabaya. The instruments used are tests and not test. The result of the research showed that the students’ learning achievement significantly improved from the average score of the students on the first cycle which reached 72.97 with the total number of students who have completed the study as much as 82.05% to the final grade of the students on cycle 2 reaching 87.07 with the number of students have completed learning 100%. Therefore, this metacognitive collaboration strategy is suggested to be used in the learning of writing scientific papers.
User Experience of Cognitive Digital Games Among Elderly People to Prevent Dementia Khairunisa, Yuyun; Latif, Antinah; Nurwicaksono, Bayu Dwi; Kuswoyo, Deni
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A few ponders have appeared that cognitive and physical work out can offer assistance diminish the hazard andindications of alzheimer's and dementia. The utilize cognitive technology can be an successful to anticipate or moderate themovement of alzheimer's and dementia. Creator past inquire about have created a crosswords memory diversion applicationwith manufactured insights highlights as a refresher as one of the reviving media for cognitive treatment for the elderly .Research was conducted to test the user experience among users, namely the pre-elderly and elderly community. The researchwas conducted on 30 elderly people at the elderly posyandu. UX encompasses all user experiences and interactions with aproduct, service, or brand. It includes the user's feelings, emotions, and context when interacting. In this case, what is evaluatedis the ease of navigation in playing games, whether this game is interesting and fun and whether there are less pleasantexperiences. The result is for the convenience of navigation has a UX score of 68.42% out of a maximum of 100%, while theassessment for the fun experience of playing this game is 76.8%. The less pleasant experience is if there is a process ofinstalling the game on a mobile device because it is quite troublesome so it needs a mentoring process. And the font sizegreatly affects the comfort of using the application, where the larger the font size, the better.
Game Memoria sebagai Inovasi Digital Terapi Kognitif Pencegahan Demensia bagi Lansia: Studi Pengujian Prototipe Skala Industri Khairunisa, Yuyun; Bayu Dwi Nurwicaksono; Deni Kuswoyo
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.8121

Abstract

The purpose of this article is to describe the results of memory game testing as a digital innovation of cognitive therapy in preventing dementia for the elderly. Dementia is a degenerative disease that attacks cognitive function in the elderly. Until now, no cure for the disease has been found; however, the risk and symptoms can be reduced through various therapies that stimulate and improve cognitive function. Smart games can be an effective tool for helping elderly individuals engage in cognitive and physical exercise. Games can stimulate the brain to prevent and slow the progression of dementia. The method used is Community-Based Participatory Research (CBPR). The stages include the formation of partnerships, the implementation of collaborative and participatory research, and the dissemination of findings. The partnership was formed with the community of True Crossword Puzzle Lovers (Petition). The design of CBPR involved the elderly in Srengseng Sawah, the curator of TTS Kompas Book Publisher, game practitioners from PT Terminal Koding, and PT Karya Jasa Digital. In its implementation, the team identified elderly health problems, designed the TTS, sought expert validation for the TTS, developed the TTS in a digital game format, tested the feasibility of the games with industry practitioners, and disseminated the games to the public. The results of the usability test, based on ISO 9241-11, indicate a positive level, with usability criterion at 70%, application ease of use criterion at 76.8%, ease of learning the application at 78%, and user satisfaction at 80.4%. Testing was also conducted on the main users of the game, specifically older people and those over 50 years old. The results of this prototype test showed that 85% of older people reported being satisfied, with a 95% level of sensitivity to memory improvement. Thus, this Memoria game can be applied as an alternative medium for dementia prevention as well as a digital innovation for cognitive therapy.