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Pendidikan Karakter dalam Novel Sastra Indonesia: sebagai Upaya Memilih Materi Pembelajaran Apresiasi Sastra di SMA Menuju Merdeka Belajar Rokhyanto, Rokhyanto; Salamah, Umi; Sumarti, Endang
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 5 No. 9 (2022): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (669.295 KB) | DOI: 10.54371/jiip.v5i9.873

Abstract

Batasan masalah dalam penelitian ini adalah pemilihan bahan ajar sastra di SMA. Rumusan masalah yang akan dikaji terkait pembelajaran mandiri yaitu:  apakah materi pembelajaran dalam novel sastra Indonesia sesuai dengan pendidikan karakter?  bagaimana mempersiapkan pembelajaran apresiasi siswa SMA? Penelitian ini menggunakan metode deskriptif kualitatif. Hasil analisis berupa deskripsi, tidak hanya angka atau koefisien tentang hubungan antar variabel, tetapi objek yang dianalisis tentu saja pendidikan karakter yang sesuai dengan karakternya. Data yang dikumpulkan berupa kata-kata, gambar dan bukan angka. Sumber data sekunder dalam penelitian ini adalah buku dan artikel yang memiliki relevansi untuk memperkuat argumentasi dan melengkapi hasil penelitian ini. Teknik menyimak dan mencatat dalam penelitian ini berarti peneliti sebagai instrumen menyimak dengan seksama, terarah, dan menyeluruh terhadap sumber data berupa teks novel sastra Indonesia untuk memperoleh data yang diinginkan. Analisis yang dilakukan dalam penelitian ini menggunakan teknik membaca berulang, artinya pembaca bekerja terus menerus melalui membaca teks sastra secara bolak-balik dari awal sampai akhir. Hasil analisis data penelitian ini yaitu:  wanita yang tabah dalam menghadapi cobaan;  membantu orang yang tidak mampu; menyesal karena sombong; peduli membantu anak terlantar; rasa kemanusiaan terhadap orang lain; kasih sayang terhadap orang lain. wanita yang bisu; peduli membantu orang sakit, dan lain-lain.
Learning Innovation of " Linking Karmina" with Contextual Approach and Role Playing Salamah, Umi; Rokhyanto, Rokhyanto; Sumarti, Endang; Suyoto, Suyoto
International Journal of Educational Narratives Vol. 1 No. 5 (2023)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/ijen.v1i5.394

Abstract

Background. Karmina is one type of pantun of Indonesian intangible cultural heritage that is important to preserve. Purpose. This research aims to develop an innovation in flash pantun learning (Karmina) with a contextual approach and role-playing method at the Madrasah Ibtidaiyah and Elementary School levels in accordance with the independent learning platform. Method. This research uses a qualitative approach and the Borg & Gall development method. Data collection techniques used tests, observations, and interviews, while data analysis techniques used a flow analysis model. Data validity was done by triangulation technique. The data sources were students and teachers of elementary schools and madrasah Ibtidaiyah. The research locations are in Malang and Tulungagung. Results. The results of data analysis show (1) with a contextual approach, 100% of learners can make the cover and content of vocabulary used in daily conversation; (2) with the role playing method, Karmina linking learning is 100% complete, because learners can turn dialog into Karmina linking when playing roles; and (3) the Karmina linking learning model using a contextual approach and role playing method makes the learning atmosphere active, dynamic, fun, and meaningful. Conclusion. With these findings, it is suggested that Elementary School and Madrasah Ibtidaiyah teachers can use these findings for pantun learning to make it fun and meaningful for students, so that the nation's cultural heritage as a whole can be preserved.  
Analisis Film Bayi Ajaib Karya Alim Sudio(Semiotika Charles Sanders Peirce): Analysis of Alim Sudio's Bayi Ajaib Movie (Charles Sanders Peirce Semiotics) Maharani, Binta; Rachman, Anita Kurnia; Sumarti, Endang
Wacana : Jurnal Bahasa, Seni, dan Pengajaran Vol 8 No 2 (2024): Oktober 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jbsp.v8i2.23654

Abstract

This research explored the semiotic representation of Javanese mysticism in Alim Sudio's film "Bayi Ajaib," employing Charles Sanders Peirce's semiotic framework to analyze the use of icons, indexes, and symbols. The study, focusing on the film's portrayal of supernatural beliefs prevalent within Javanese culture, utilized verbal and non-verbal data, including dialogues and visual elements. Data collection involved film observation, transcript creation, and coding of semiotic elements. Analysis, conducted using the Miles and Huberman model, revealed distinct applications of Peirce's categories. Icons were observed in sentences expressing future imagination and visuals mirroring real-world forms. Indexes were employed to generate tension and emotional engagement, contributing to the film's narrative. Symbols, such as the ayam cemani and sajen, were utilized to represent agreed-upon cultural elements within Javanese tradition. The study provides insights into how semiotics are utilized to convey cultural beliefs and mystical themes within a cinematic context, highlighting the film's reflection of Javanese society's enduring fascination with the supernatural.
Meningkatkan Hasil Pembelajaran Sepak Bola Menggunakan Metode Fun Game Pada Siswa Sekolah Dasar Sumberejo 2 Kurniawan, David Ardan; Sumarti, Endang; Pamungkas, Hari; Yusuf, Havid; Aofal, Reza
SPORT GYMNASTICS : Jurnal Ilmiah Pendidikan Jasmani Vol. 6 No. 1 (2025): April
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/gymnastics.v6i1.40863

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil pembelajaran sepak bola pada siswa sekolah dasar Sumberejo 2 melalui penerapan metode fun game. Dalam pembelajaran sepak bola banyak siswa yang merasa kurang tertarik dan kesulitan dalam memahami teknik-teknik dasar yang diajarkan. Metode penelitian yang digunakan yaitu Penelitian Tindakan Kelas dengan penerapan 2 siklus. Subjek penelitian ini yaitu siswa sekolah dasar Sumberejo 2 dengan jumlah yaitu 30 siswa. Hasil penelitian menunjukkan bahwa hasil siklus I yaitu 19 siswa (63,33%) dinyatakan tuntas, sedangkan siklus II diperoleh 26 siswa (86,67%). Sehingga kesimpulannya yaitu metode fun game terbukti efektif meningkatkan hasil belajar yang menyenangkan dan mendorong siswa untuk lebih aktif berpartisipasi dalam kegiatan olahraga sepakbola. Dengan demikian, metode fun game dapat dijadikan alternatif untuk meningkatkan kualitas pembelajaran sepak bola di tingkat Sekolah Dasar. Abstract This study aims to improve the learning outcomes of soccer in elementary school students of Sumberejo 2 through the application of the fun game method. In learning soccer, many students feel less interested and have difficulty in understanding the basic techniques taught. The research method used is Classroom Action Research with the application of 2 cycles. The subjects of this study were elementary school students of Sumberejo 2 with a total of 30 students. The results of the study showed that the results of cycle I, namely 19 students (63.33%) were declared complete, while cycle II obtained 26 students (86.67%). So the conclusion is that the fun game method has proven to be effective in improving enjoyable learning outcomes and encouraging students to be more active in participating in soccer sports activities. Thus, the fun game method can be used as an alternative to improve the quality of soccer learning at the Elementary School level