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The Concept of Antihero Represented by John Wick in Movie “John Wick Chapter 4” by Chad Stahelski Kuspiyah, Hastuti Retno; Pratama, Deo; Agustina, Eka
Procedia of Social Sciences and Humanities Vol. 6 (2024): International Conference Psychology and Education Transformation For Bright Future
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pssh.v6i.645

Abstract

The purpose of this study is to find out how many is type of the concept of antihero represented by John Wick in Movie “John Wick Chapter 4” by Chad Stahelski. The theory to analyse is from John F Rauthmann that causes three darks human trait, they are Narcissists, Machiavellians, Psychopaths. Moreover, this study focused on analyzing these three aspect of Antihero shown by John Wick they are Narcissists, Machiavellians, Psychopaths. Based on the results of data analysis found there are 41 data. They are the Narcissist (NRC) is 14 data (34%), Machiavellians (MCH) with a total of 16 data (39%), and Psychopaths (PSP) with a total of 11 data (27%). Therefore, it can be concluded that many uses of by the type of the concept of antihero represented by John Wick with a total of 41 data findings and the most dominant use is Machiavellians (MCH) with 16 data (39 %).
An Analysis of Deixis Used in Palembang's Traditional Song Liryc: Deixis raharjo, upik atikah; Muklas, Muhamad; Kuspiyah, Hastuti Retno
ENJEL: English Journal of Education and Literature Vol. 1 No. 2 (2022): December Edition
Publisher : English Education Program, Education Faculty, Universitas Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (710.766 KB) | DOI: 10.30599/enjel.v1i02.365

Abstract

The thesis entitled “An Analysis of Deixis Used In Palembang’s Traditional Song Liryc”. The objective of this study was to identify the types of deixis used in Palembang’s traditional song liryc and to find out the dominant types of deixis used in Palembang’s traditional song liryc. In this study, the writer used descriptive qualitative method, because the data in this research are liryc of the song. The object of the study is Palembang’s traditional song liryc that consist of five song liryc, they are Gending Sriwijaya, Dek Sangke, Palembang Darussalam, Cuk Mak Ilang, and Bumi OKU Timur. The data was analysis through several steps including determained and classified word deixis expresssions, and then analyzes the types of deixis, and the last the researcher calculated the types of deixis used in each song liryc. Based on the data finding, the researcher found that there are five types of deixis found in five of Palembang’s traditional song liryc, namely person deixis, place deixis, time deixis, discourse deixis, and social deixis with a frequency appearance 82 times. The types deixis that is often used in each song is person deixis with a percentage 41.5% with a frequency appearance 34 times. And the types of deixis that is rarely used is discourse dexis with percentage 4.9% with a frequency appearance 4 times. It can be concluded that the dominant types deixis are used in the Palembang’s traditional song liryc is persn deixis.
The Influence of Double Loop Problem Solving (DLPS) Technique to Teach Reading Comprehension Achievement of The Tenth Grade Students of SMA Negeri 1 Belitang Jaya Risa, Risakristia; Kuspiyah, Hastuti Retno; Muklas, Muhamad
ENJEL: English Journal of Education and Literature Vol. 1 No. 2 (2022): December Edition
Publisher : English Education Program, Education Faculty, Universitas Nurul Huda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (496.467 KB) | DOI: 10.30599/enjel.v1i02.367

Abstract

This thesis is entitled “The Influence of Double Loop Problem Solving (DLPS) Technique to Teach Reading Comprehension Achievement of The Tenth Grade Students of  SMA Negeri 1 Belitang Jaya". The objective  was find out whether or not there is any significance difference between the students who are taught by using Double Loop Problem Solving technique and the students who are taught by using conventional technique to teach reading comprehension achievement at the tenth grade students of SMA N 1 Belitang Jaya. The method of the study used quantitative research, and quasi experimental design. Therefore, there were two groups those were experimental group who are taught by using Double Loop Problem Solving technique and control group who are taught by using conventional technique, that was chosen by using purposive sampling to collecting the data, the population of this study were 120 students and sample were 60 students. The study was used multiple choice test as an instrument for collecting the data. The data obtained from Independent t-test analysis by using SPSS 25, between the result of post-test in experimental group and control group. Based on the calculation by using Independent t-test in SPSS 25, the writer found that value of t-obtained is 4.906. with 5% sig. level for 2-tailed was 0.001(0.001 < 0.05), and the critical value t-table is 2.001. it showed that t-obtained was higher than t-table (4.906 > 2.001). So, the null hypotheses (Ho) was rejected and alternative hypotheses (Ha) was accepted. It can be concluded that Double Loop Problem Solving technique was significant to teach reading comprehension achievement at the tenth grade students of SMA N 1 Belitang Jaya.
The Use Of Spotify Appication To Teach Listening Skill Eka Agustina; Hastuti Retno Kuspiyah; Ade Triani
Jurnal Pendidikan dan Sastra Inggris Vol. 3 No. 3 (2023): Desember : Jurnal Pendidikan dan Sastra Inggris
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupensi.v3i3.2917

Abstract

This research was conducted to find out whether any significant difference between students who are taught by using Spotify Application and the students who are taught by using coventional media toward their listening skill at the eighth grade students of SMP Pangudi Luhur Sukaraja. The type of the research used quantitative research, with experimental method and quasi experimental design. The population was the Eighth grade students of SMP Pangudi Luhur Sukaraja in academic year 2023/2024. The sample was taken by using Purposive Sampling, consisted of experimental group with 21 students and control group with 20 students. The research was collected using completion test and analyzed with the independent t-test SPSS 22. The result of tobtained was higher than ttable (4.213 > 2.022) and the value of sig. (2 tailed)=0.000 less than the value of significance level (0.05). So, the null hypothesis (Ho) was rejected and the alternative hypothesis was accepted. The finding of the research showed that there is a sigificant difference between experimental group and control group. This meant that Spotify Application is suitable to used in teaching and learning listening  skill at the eighth grade students of SMP Pangudi Luhur Sukaraja.  
Perancangan UI/UX Aplikasi Mobile Pembelajaran Teks Naratif Berbasis Budaya Daerah Menggunakan Design Thinking Amaliah, Khusnatul; Ramadhan, Muhammad Rakha; Rofianto, Dani; Kuspiyah, Hastuti Retno
Jurnal Minfo Polgan Vol. 15 No. 1 (2026): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v15i1.15913

Abstract

The function of mobile technology in education provides significant potential for students to learn independently; however, it is often restricted by rigid interface designs and a lack of local cultural content. The purpose of this study is to design a UI/UX prototype for an English narrative text learning application that integrates South Sumatran folktales, addressing the need for interactive and contextual teaching media. This study employs a Research and Development (R&D) method using the Design Thinking approach, which consists of five interactive phases: Empathize, Define, Ideate, Prototype, and Test. Through this process, key features such as Cultural Path, Interactive Story, and Word Box were developed. The testing results showed a task success rate of 98.5% and a user satisfaction score of 4.78 out of 5. a relatively high mis click rate (40.8%) was identified on the Learning Page feature, indicating the need for improvements in the navigation layout. The findings show that the application works effectively and is well received by users, although improvements in the navigation layout are still needed. This study demonstrates that Design Thinking helps improve usability and contextual learning in a culturally based narrative learning application.