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GAYA BAHASA PERSONIFIKASI DALAM NOVEL “AKU MENCINTAIMU SHANYUAN“ KARYA ES PERNYATA La Ode Madina; Agustinus G Gifelem; Sherly Gaspersz
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol 5 No 1 (2020): Februari
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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Abstract

Penelitian ini bertujuan untuk mendeskripsikan gaya bahasa personifikasi dalam novel “Aku Mencintaimu Shanyuan karya Es Pernyata. Jenis penelitian ini adalah penelitian kualitatif dengan menggunakan metode deskripsi dan metode pustaka. Data dalam penelitian ini adalah kutipan-kutipan kalimat pada novel Aku mencintaimu Shanyuan karya Es Pernyata yang mengadung gaya bahasa personifikasi. Dari data yang ada dilakukan analisis untuk mengidentifikasi dan mengklasifikasi gaya bahasa personifikasi yang ada dalam novel tersebut. Pada tahap selanjutnya, dengan teknik purposive sampling dipilih jumlah data yang akan dianalisis sebagai sampel data dalam penelitian ini. Adapun teknik pengumpulan yang dilakukan dalam penelitian ini adalah menggunakan teknik pustaka. Teknik analisis data yang peneliti gunakan dalam penelitian ini adalah teknik deskriptif gaya bahasa personifikasi pada novel Aku mencintaimu Shanyuan karya Es Pernyata. Hasil penelitian menunjukkan bahwa di dalam novel Aku mencintaimu Shanyuan karya Es Pernyata terdapat 31 jenis gaya bahasa personifikasi.
SMART IS AN ART: MEMBENTUK GENERASI MUDA MELEK BACA DAN TEKNOLOGI PADA RT 006/RW 001 KPR PUTRA RESIDENCE Lulu Jola Uktolseja; Melda A. Manuhutu; Tagor Manurung; Sherly Gaspersz; Natasya Virginia Leuwol; Roximelsen Suripatty; Jalmijn Tindage
J-DEPACE (Journal of Dedication to Papua Community) Vol 3, No 2 (2020): Desember
Publisher : Universitas Victory Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34124/jpkm.v3i2.79

Abstract

Pandemi Covid-19 yang telah terjadi sejak 2019 menyebabkan begitu banyak permasalahan yang timbul. Salah satu sektor yang sangat terdampak adalah sektor pendidikan. Menyaksikan tantangan dunia pendidikan saat ini, Smart is an Art hadir pada RT 006/RW 001 KPR Putra Residence dengan kegiatan berjudul: Membentuk Generasi Muda Melek Baca Dan Teknologi. Kegiatan ini dilatarbelakangi oleh keinginan Tim untuk membantu anak-anak mengenal teknologi komputer dan juga gemar membaca melalui buku-buku yang disediakan oleh Tim. Adapun tujuan yang ingin dicapai dari pelaksanaan kegiatan ini adalah sebagai berikut: a) Untuk membantu para peserta memahami pentingnya membaca dan teknologi; b) Untuk memberikan pembelajaran yang menarik dan menyenangkan. Pelaksanaan kegiatan Smart is An Art diselenggarakan dengan santai dan menyenangkan. Hal ini dibuat dengan tujuan memberikan perasaan rileks tanpa beban belajar bagi para peserta. Kegiatan ini dilaksanakan pada 2 (dua) rumah warga di KPR Putra Residence dengan jumlah 20 peserta. Kegiatan dibuka dengan Doa, penyampaian teknis kegiatan kemudian pemaparan materi. Adapun pemaparan materi adalah praktek pengenalan komputer, tablet dan handphone, serta pengenalan buku- buku bacaan. Pemateri juga membaca cerita, memutarkan video cerita dan evaluasi cerita bersama dengan peserta. Manfaat dari pelaksanaan kegiatan ini adalah untuk melatih peserta disiplin belajar selama masa pandemi, meningkatkan ketertarikan terhadap buku bacaan dan teknologi.
SMART IS AN ART- PEMBENTUKAN KARAKTER MILENIAL MELEK TEKNOLOGI DAN CERDAS BERNARASI DALAM MEDIA SOSIAL Natasya Virginia Leuwol; Melda A. Manuhutu; Sherly Gaspersz; Lulu Uktolseja; Tagor Manurung; Jalmijn Tindage
J-DEPACE (Journal of Dedication to Papua Community) Vol 4, No 1 (2021): Juni
Publisher : Universitas Victory Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34124/jpkm.v4i1.84

Abstract

Generasi milenial adalah sebuah generasi yang lahir antara tahun 1980an sampai sekarang. Generasi ini amat akrab dengan dunia teknologi berbasis digital. Penggunaan gadget merupakan bahagian dari lifestyle mereka. Pemanfaatan teknologi yang instan telah memudahkan beragam aktivitas generasi milenial ini. penggunaan media, khsusunya media sosial dikalangan generasi milenial sering menjadi perhatian dan sorotan dari beragam kalangan mulai dari kalangan eksekutif, legislatif, yudikatif, juga sejumlah elemen masyarakat seperti para guru, dosen, pemerhati pendidikan dan tentunya tidak ketinggalan para orang tua. Jumlah pengguna media sosial dikalangan milenial ini cukup besar yakni mencapai 93%, karena itu perlu dicermati bagaimana pemanfaatannya agar lebih bisa mengarah ke hal yang positif diantaranya untuk lebih mengoptimalkan sumber daya generasi milenial
PELATIHAN TECHNOPRENEURSHIP BAGI GENERASI MUDA DI ERA DIGITAL, KEPADA PELAJAR KATEKISASI DI JEMAAT GKI KASIH PERUMNAS, TAHUN AJARAN 2021-2022 Natasya Virginia Leuwol; Melda A. Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Ferdinando Solissa
J-DEPACE (Journal of Dedication to Papua Community) Vol 5, No 1 (2022): Juni
Publisher : Universitas Victory Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34124/jpkm.v5i1.107

Abstract

Kegiatan pelatihan Technopreneurship bagi generasi muda di era digital adalah salah satu kegiatan Pengabdian kepada masyarakat (PKM) yang dilakukan oleh tim dosen yang terdiri dari 5 orang dosen,  mahasiswa Fakultas Ilmu komputer, program studi sistem informasi, Universitas Victory Sorong. Adapun, Sasaran dari kegiatan ini untuk para pelajar katekisasi, jemaat GKI Kasih Perumnas, tahun ajaran 2020/2021. Pelatihan ini bertujuan untuk pengembangan mentalitas Technopreneur mahasiswa dan juga peningkatan pengetahuan generasi muda dalam pemanfaatan teknologi dalam berbisnis di era digital, sehingga generasi muda dapat lebih optimis melihat masa depannya. Hasil dari pelatihan ini, bahwa terjadi adanya peningkatan pengetahuan dan ketrampilan sebagai seorang  technopreneurship oleh para pelajar katekisasi jemaat GKI Kasih Perumnas, karena  teknologi digital dapat memberikan peluang terbangunnya wirausaha pada generasi muda. Dengan memanfaatkan media sosial mereka dapat menjalankan bisnis dan mempunyai penghasilan sendiri, dan dapat mencukupi kebutuhan.
UPAYA PENANGGULANGAN PANDEMI COVID-19 DI PANTI ASUHAN KOTA SORONG Natasya Virginia Leuwol; Melda A. Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Tagor Manurung; Jalmijn Tindage
J-DEPACE (Journal of Dedication to Papua Community) Vol 3, No 2 (2020): Desember
Publisher : Universitas Victory Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34124/jpkm.v3i2.78

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Covid-19 merupakan penyakit menular yang bermula dari Wuhan, China. Sekitar lebih dari 200 negara di dunia terjangkit virus covid-19 dan banyak menimbulkan korbanjiwa dalam waktu yang sangat cepat. Pemerintah melakukan pembatasan kegiatan masyarakat sebagai upaya memutus mata rantai penyebaran virus covid-19. Pencegahan penyebaran penyakit menular tersebut harus segera dilakukan dengan tepat. Terjadinya pandemi global Covid-19 tentu saja berpengaruh besar terhadap aktivitas sehari-hari maupun kegiatan pembelajaran dari anak-anak panti asuhan. Demikian juga dengan pemenuhan kebutuhan pokok mereka. Apalagi masalah utama dari Covid-19 tidak hanya tentang akibat yang ditimbulkan oleh virus terhadap penderita tetapi juga tentang penularannya yang sangat cepat. Oleh karena itu untuk membantu menanggulangi krisis karena Covid- 19 maka beberapa dosen Universitas Victory Sorong dan beberapa orang mahasiswa memberikan bantuan untuk penghuni panti asuhan di Kota Sorong. Harapannya dengan kegiatan ini dapat meringankan beban penghuni panti asuhan yang tentunya ikut merasakan dampak akibat pandemi Covid-19.
Grace in Movement, Meaning in Craft: Penguatan Pendidikan Karakter Anak dan Remaja melalui Seni dan Budaya Lokal Papua di PAR Jemaat Immanuel Boswezen Sorong Sherly Gaspersz; I Dewa Ayu Nyoman Utari Sastrani; Christin Sasauw; Antonius Demon Tupen; Diana Nova Aronggear; Marlin Ruth Korwa; Julius Kristian Masan
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 3 No 1 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

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Abstract

Strengthening character education for children and adolescents has become urgent amid widespread moral degradation, low social empathy, and the influence of popular culture that does not support the formation of noble values, especially in the Southwest Papua region. This community service activity was carried out at the Immanuel Boswezen Sorong with the aim of instilling character values through an approach combining art and local Papua culture. The method used was Project-Based Learning (PjBL), with project activities such as traditional Papua dance, crown making, and bead bracelet crafting. The activity involved 20 participants aged 3–15 years. The results showed improvements in responsibility, cooperation, confidence in public speaking, and a sense of love for local culture. Eighty percent of participants showed a change in attitude, 85% understood cultural symbols, and 100% were able to complete their projects. This programme had a positive social and cultural impact and opened up opportunities for the formation of a sustainable cultural community. The arts and culture approach proved to be an effective strategy for contextual character education in religious communities.
Peningkatan Kemampuan Bahasa Inggris Anak Melalui Metode Edukasi Kreatif di Rumah Baca Egad Kairos Sherly Gaspersz; Christin Meirdhika Lekatompessy
Jurnal Pendidikan Sosial Dan Konseling Vol. 3 No. 2 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

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Abstract

This study aims to analyse the effectiveness of creative education methods in improving children's basic English skills at Rumah Baca Egad Kairos, a non-formal learning space established by Putri Papua from Maybrat. The activities are conducted free of charge every Saturday and Sunday and target primary and secondary school children in the 3T region of West Papua. The creative educational methods employed include language games, songs, picture cards, and enjoyable, participatory small-group discussions. The study adopts a descriptive qualitative approach with simple quantitative elements (mixed method), as well as a Participatory Action Research (PAR) design across two cycles. Data was collected through participatory observation, pre-tests and post-tests, interviews, and activity documentation. The research results showed a significant improvement in children's vocabulary mastery and speaking confidence. The average pre-test and post-test scores increased from 47% to 70% (elementary school) and from 50% to 80% (junior high school). Additionally, the children demonstrated enthusiasm for learning, self-confidence, and active engagement in the learning process. The creative educational method proved effective in improving English language skills and can serve as a relevant contextual learning strategy for strengthening children's literacy in the 3T region community.
Pendampingan Pembuatan Bahan Ajar Interaktif Berbasis Thunkable sebagai Inovasi Pembelajaran Digital Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Wa Ode; Iluminata Iluminata; Antonius Antonius
Masyarakat Mandiri : Jurnal Pengabdian dan Pembangunan Lokal Vol. 2 No. 3 (2025): Juli : Masyarakat Mandiri : Jurnal Pengabdian dan Pembangunan Lokal
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/masyarakatmandiri.v2i3.1904

Abstract

This service activity aims to improve the digital literacy of students and teachers through training in making interactive teaching materials based on the Thunkable application. The activity was carried out in Malibela Complex, Klawalu Village, Sorong City, Southwest Papua Province, with a participatory and hands-on approach. The training was carried out in three stages, namely introduction to the concept of mobile learning and Thunkable application, assistance in the practice of making digital teaching materials, as well as presentation of results and evaluation. The results showed that all participants, both students and teachers, were able to understand and implement the main features of Thunkable, and successfully create prototypes of interactive teaching materials, such as local history applications, junior high school quizzes, and Indonesian teaching materials. In addition to improving technology skills, this activity also encouraged creativity, collaboration and confidence in utilizing digital media for learning. Technical challenges such as limited devices and internet networks were successfully overcome through cooperation between participants. This program proves that no-code-based technology training such as Thunkable can be an effective strategy to encourage digital education transformation, especially in areas with limited access to technology. This program is recommended to be replicated in similar contexts to expand the impact and shape a more adaptive and inclusive learning ecosystem.
Penerapan Platform Thunkable untuk Pengembangan Aplikasi Edukasi Tokoh Politik dalam Pembelajaran PKN di SMA Ampera Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Rindaldy Rindaldy; Fransina Fransina; Christine Christine; Akbar Akbar
Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat Vol. 2 No. 3 (2025): Juli : Kesejahteraan Bersama : Jurnal Pengabdian dan Keberlanjutan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/bersama.v2i3.1923

Abstract

The advancement of digital technology has driven significant transformation in the field of education, particularly in the innovation of learning media that is interactive and easily accessible to students. The subject of Pancasila and Civic Education (PPKn), as a crucial component of character education, must adapt to these developments to ensure that the material remains relevant and engaging for today’s digital generation. This community service activity aimed to enhance students' learning motivation by conducting a training program on creating educational applications using the no-code platform Thunkable. The focus of the training was on the topic of national political figures, which is part of the core competencies in the PPKn curriculum. The activity was held at SMA Ampera in Sorong City, involving 11th-grade students as active participants. A participatory and project-based learning (PjBL) approach was employed, in which students were guided to design, create, and test their own educational applications based on their ideas and creativity. The program was carried out in three stages: preparation (developing modules, training materials, and technical setup), training and practice (introduction to the Thunkable platform, interface design, and basic programming), and testing and evaluation (application trials by other students and effectiveness assessment). The results of the activity showed a significant increase in students' learning motivation, basic digital skills, and active engagement in the learning process. The participants successfully created educational application prototypes featuring visual content, brief narratives, and interactive quizzes about national political figures. Moreover, students demonstrated collaborative attitudes, innovation, and confidence when presenting their work. This activity demonstrates that a project-based learning approach supported by Thunkable technology can be an effective alternative for creating meaningful, contextual, and empowering learning experiences. It is especially beneficial for schools with limited access to digital technology. By integrating creativity and digital tools into civic education, students are encouraged to become not only technologically literate but also more engaged in understanding national identity and political history in a modern, accessible way.
Penguatan Karakter Siswa Melalui Pelatihan Pembuatan Aplikasi Berbasis Mobile di SD Moria Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Irwan Soulisa; Deny Deny; Adika Adika; Wasty Wasty
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 3 No. 3 (2025): July : Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v3i3.2331

Abstract

This community service activity aims to strengthen the character development of elementary school students through training in creating digital applications using the Thunkable platform. In the midst of the digital era and the challenges of the Industrial Revolution 4.0, character education is an essential aspect that must be instilled from an early age, alongside cognitive competence. Elementary schools, as the foundation of education, play a strategic role in shaping children’s personalities, including embedding positive character values. This activity was conducted at SD Moria in Sorong City and involved 24 students from grades 5 and 6, selected based on their interest and readiness. The training used a Project-Based Learning approach, where students were actively engaged in creating simple application projects. Throughout the process, students not only learned basic programming skills using Thunkable but also developed key values such as teamwork, responsibility, independence, creativity, and curiosity. Despite facing challenges such as limited devices and internet access, the students demonstrated remarkable enthusiasm. Thunkable proved to be an effective tool for interactive and enjoyable learning. Students were able to directly develop their creative ideas through designing user interfaces and application functions. This provided a meaningful learning experience that motivated students to continue exploring and trying new things. The activity showed that technology-based learning can serve as a strategic means to holistically shape students' character. Overall, this initiative demonstrated that digital application development training can serve as a character education model based on technology that is highly relevant for elementary education. This program is expected to serve as an educational innovation example that encourages the integration of digital literacy and character education in Indonesian elementary schools.