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ANEKA IMPLIKATUR YANG TERKANDUNG DALAM TINDAK TUTUR NOVEL “KETIKA DERITA MENGABADIKAN CINTA” Muktadir, Abdul
Jurnal PGSD Vol 9 No 3 (2016)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.044 KB) | DOI: 10.33369/pgsd.9.3.340-346

Abstract

Penelitian ini bertujuan untuk menemukan dan menjelaskan: (1) wujud tindak tutur yang mengandung implikatur dalam novel Ketika Derita Mengabadikan Cinta; (2) aneka implikatur yang terkandung dalam tindak tutur pada novel “Ketika Derita Mengabadikan Cinta.” Penelitian ini menggunakan metode deskriptif kualitatif. Sumber data adalah data objektif berupa dokumen, yakni tuturan tokoh-tokoh dalam novel “Ketika Derita Mengabadikan Cinta.” Teknik pengumpulan data dilakukan dengan cara menganalisis/mengkaji/mencatat dokumen (content analysis). Hasil penelitian menunjukkan (1) wujud tindak tutur yang mengandung implikatur dalam novel “Ketika Derita Mengabadikan Cinta” antara lain tindak tutur Representatif, Direktif, Ekspresif, Komisif, Deklarasi, dan tindak tutur perlokusi; (2) aneka implikatur yang terdapat dalam novel “Ketika Derita Mengabadikan Cinta” berupa nilai moral/pembentukan karakter, sosial, psikologis, serta hal-hal positif lain yang dapat dijadikan sebagai teladan hidup. baik dalam berperilaku atau bertutur kata, seperti tuturan yang mengandung tindakan, mengajak, menyenangkan orang lain, mengklaim, meminta izin, memberikan kepastian/alasan, mengkritik, perasaan senang, humor, dan memberi nasihat.
Studi Identifikasi Jenis-Jenis Pantun dalam Masyarakat Kaur Provinsi Bengkulu Apriansah, Dedi; Muktadir, Abdul; Lusa, Herman
Jurnal PGSD Vol 11 No 1 (2018)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.79 KB) | DOI: 10.33369/pgsd.11.1.43-50

Abstract

This study aims to identify the Kaur language rhymes in accordance with the types of rhymes in the Kaur community of Bengkulu Province. The approach and type of research used are qualitative survey. The research location is Pengubaian Village, Gedung Sako II Village and Air Dingin Village, Bintuhan city, Kaur Selatan District, Kaur District. Subjects used as informants in the research are the chief of Kaur customary institutions in the village of Air Dingin, Community leaders Pengubaian villagers, and community leaders Gedung Sako II Village. Data collection techniques used in this study are interviews to informants and documentation. The document obtained were analyzed by data reduction, data display, and conclusion. Validity of document using extension of observation, improvement of persistence, triangulation of source and member check. Research results collected fifty-two rhyme Kaur language rhymes contained in the three villages. Fourteen rhymes from the village of Pengubaian, eighteen rhymes from the village of Gedung Sako II and twenty rhymes from the village of Air Dingin. Based on the results of identification can be concluded that, from fifty-two Kaur language rhymes, which is adapted to the types of rhymes obtained, namely: a puzzle rhymes, nine advice rhymes, eight affection rhymes, three spirit rhymes, two custom rhymes, Three religious rhymes, eight witty rhymes, eleven figurative rhymes, six romance rhymes and one proverb rhymes.
Pengembangan Bahan Ajar Komik Berbasis Cerita Rakyat Bengkulu di SD Muktadir, Abdul; Darmansyah, Ady
Jurnal PGSD Vol 14 No 2 (2021)
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pgsd.14.2.153-159

Abstract

The purpose of this study was to develop folklore-based comics teaching materials in Bengkulu City elementary schools. The method used is Research and Development using the ADDIE (Analysis–Design–Develop-Implement–Evaluate) model. However, this research is only in the Analysis-Design-Develop stage. Research data from interviews and questionnaires, interview data sources, observations, and documentation. The research instrument for analyzing the needs of teachers and students is in the form of a list of questions and questionnaires, descriptive data analysis. The results of the study were folklore-based comics in elementary schools in Bengkulu City. Folklore material is taught only at the competency stage. The competence of teachers regarding folklore is not sufficient, meaning that one story has not been fully understood, the number of stories known by the teacher does not exceed five stories.
Analisis Butir Soal Ujian Sekolah Mata Pelajaran Ilmu Pengetahuan Alam Siswa Kelas VI SD Negeri Gugus 2 Kecamatan Padang Guci Hulu Kabupaten Kaur Tahun Ajaran 2019/2020 yuniarti, miri; winarni, endang; muktadir, abdul
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 7 No 1 (2024): Mei
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v7i1.12433

Abstract

This study aims to analyze the proportion of basic science competencies, the proportion of cognitive levels, the quality of grade 4, 5 and 6 items on school exam questions for the 2019/2020 school year. This type of research is a quantitative descriptive study. The subjects in this study were students of grade VI SD Negeri 19, SD Negeri 53 and SD Negeri 59. The object of this research was the lattice of questions, questions, answer keys and answer sheets for the school exams for students of Natural Sciences subjects. The technique of collecting data and instruments in this study is documentation. The data analysis technique uses quantitative analysis techniques by calculating validation, reliability, distinguishing power, and level of difficulty. The results of this study indicate that the analysis of items per level for grade 4 has 10 total items, so if the percentage is 20%, for grade 5 the number of items is 18 items, then if the percentage is 36%, and for class 6 the number of items is 22 items if the percentage is 44%.
Enhancing Literacy and Numeracy: Developing Snakes and Ladders Oriented Toward Higher Order Thinking Skills Susanti, Atika; Muktadir, Abdul
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 5 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i5.5948

Abstract

This research aims to develop learning media for the snake and ladder game oriented toward higher-order thinking Skills (HOTS) to enhance literacy and numeracy in elementary schools. The method used is Research and Development (R&D) with the ADDIE model. The subjects of this research are fifth-grade students. The instruments include validation sheets for content and design experts and teacher and student response questionnaires. Instrument testing was conducted using a feasibility validity test. Data collection techniques involve document analysis, observation, interviews, questionnaires, and tests. Data analysis was performed using descriptive analysis and descriptive statistics. The results show that the snake and ladder media received a validation score of 0.91 from content experts and 0.93 from design experts. Teacher responses scored 0.94, while student responses reached 0.93, indicating excellent criteria. This media also enhanced students' literacy and numeracy skills, with average scores of 69.22 in Cycle 1 and 85.55 in Cycle 2. Based on these results, improving game features and increasing the variety of HOTS questions is recommended.
Sokora's Kecapi as Performing Art of The Geneology Study of Assimilation Art in Identity Mukomuko Aristocratic Community Parmadil, Bambang; -, Bernardin; Muktadir, Abdul; -, Wembrayarli
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol. 6 No. 1 (2023)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/lekesan.v6i1.2275

Abstract

The dynamics exposed to the traditional music of the Mukomuko coast in Bengkulu province have made researchers interested in uncovering the genealogy of the identity of the Sokora lute. Sokora lute art as a result of cultural assimilation from outside (Gujarat/India) of the people of the coastal city of Mukomuko has become local traditional music with local cultural wisdom values, both in the sociocultural context and in performances. Cultural assimilation and acculturation play an important role in making Sokora a traditional art in Mukomuko City. The word Kecapi Sokora itself comes from the word mancubo or roughly in the mukomuko dialect. This research is a qualitative phenomenological research type. Research that emphasizes more aspects of the description or description of the object being observed. Research with this qualitative approach seeks to understand and provide in-depth information both contextually and factually. The research was conducted to understand and explain the phenomena that have been going on and are being carried out as well as to provide information on knowledge about the transformation of local cultural wisdom values of traditional music of the Bengkulu coastal community. Based on qualitative methods and a cultural studies approach, this research emphasizes exploring, traveling, explaining, and describing ethically, emically, and holistically. Genealogically, at first Kecapi Sokora was a form of solo music and oral literature that was developed in Mukomuko, especially among the nobility. The Sokora Harp Performance is an art that is characteristic of the aristocratic society in Mukomuko at the time when the Mukomuko port was still a transit center for traders from outside, especially from Gujarat India in ancient times. The word Kecapi Sokora itself comes from the word mancubo or roughly in the mukomuko dialect. The Sokora Kecapi instrument is one of the melodic instruments in its class, including the chordophone, which means that the sound source comes from strings or strings. The tones of the Sokora Kecapi instrument consist of seven notes in the following order, 1, 2, 3, 4, 5, 6, and 7 which are called diatonic. In terms of scale, the Kecapi Sokora is unique from other forms of traditional musical instruments, where the tones of traditional musical instruments are usually pentatonic (five tones). The Performing Arts of Kecapi Sokora is one of the traditional arts in Mukomuko. The art of Kecapi Sokora Mukomuko as a traditional art of the Mukomuko nobility consists of a series of Malay musicality and dances accompanied by percussion drums and vocal/speech instruments. In the show, the Sokora Mukomuko lute art, the duration of the performance is determined by the number of requests for speech/poem and dance performances.
PENGEMBANGAN MEDIA KOMIK ELEKTRONIK BERBASIS POTENSI LAUT BENGKULU UNTUK MENINGKATKAN LITERASI KEMARITIMAN SISWA SD Muktadir, Abdul; Gumono; Atika Susanti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.19982

Abstract

This study aims to develop an electronic comic-based learning media utilizing the marine potential of Bengkulu, designed to effectively improve maritime literacy among elementary school students. The research uses the Research and Development (R&D) method with the Borg and Gall model. The study subjects include material experts, presentation experts, teachers, and students. The validation results show that the electronic comic media is considered "very valid" by both the material and presentation experts. User feedback from teachers and students also indicates that the media is "very feasible." Operational testing of the product was carried out through two learning cycles. In cycle I, the average maritime literacy score of students reached 66.33%, which significantly increased to 84.50% in cycle II. Thus, the electronic comic media based on the marine potential of Bengkulu is proven to be effective in enhancing maritime literacy among elementary school students. This media not only captures students' interest but is also relevant to local potential, making it a promising alternative learning medium based on local wisdom.
The PENGARUH MULTIMEDIA INTERAKTIF BERBASIS PROBLEM BASED LEARNING TERHADAP HASIL BELAJAR KOGNITIF DAN SIKAP PEDULI LINGKUNGAN SISWA KELAS IV SD NEGERI 51 SELUMA: PENGARUH MULTIMEDIA INTERAKTIF BERBASIS PROBLEM BASED LEARNING Dwi Jayanti, Lofty; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 8 No 2 (2025): November
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v8i2.40358

Abstract

The purpose of this study was to analyze the effect of interactive multimedia based on Problem Based Learning on Cognitive Learning outcomes and Students' Environmental Care Attitudes. The type of research used is quasy experimental research using Nonequivalent control group design. The type of data used is quantitative data, namely using test instruments and questionnaire sheets. Based on the results of hypothesis testing, Fcount> Ftable and sign value <0.000. The N-Gain test on the experimental class test sheet of 72.81% is included in the moderately effective category and in the control class of 39.94% is included in the ineffective category. In the N-Gain test, the experimental class questionnaire sheet of 63.21% was included in the moderately effective category. While the N-Gain score of the control class of 50.22% is included in the less effective category. It can be concluded that interactive multimedia based on Problem Based Learning has a significant effect on cognitive learning outcomes and students' environmental care attitudes.
the "Development of LKPD Based on PBL Model Assisted by Interactive Multimedia to Improve Science Process Skills of Grade V Elementary School Students Aprilia, Isnainiatun; Widi Winarni, Endang; Muktadir, Abdul
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 8 No 2 (2025): November
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v8i2.40484

Abstract

The purpose of this research is to develop a LKPD product based on the PBL model with the help of interactive multimedia to improve the science process skills of fifth-grade elementary school students. The type of research used is R&D. The types of data used are quantitative and qualitative data; quantitative data using score questionnaires provided by validators, while qualitative data consist of feedback and suggestions from expert validation. Based on the research results, it was found that the difference in pretest and posttest scores showed an improvement in the science process skills of fifth-grade students at SD Negeri 126 Rejang Lebong, with an average pretest score of 55 and an average posttest score of 85.25, and the N-Gain Score test results also showed an average of 83.85, categorized as high. Based on the research results, it can be concluded that LKPD can improve the science process skills of fifth-grade elementary school students.
Model Game Based Learning Berbantuan Media Flash Card dalam Pembelajaran Bahasa Indonesia Terhadap Hasil Belajar Kognitif dan Keterampilan Menulis Permulaan Siswa Kelas I SD Negeri 86 Kota Bengkulu Kartini; Muktadir, Abdul; Gumono
Jurnal Pembelajaran dan Pengajaran Pendidikan Dasar Vol 8 No 2 (2025): November
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dikdas.v8i2.45562

Abstract

This study investigates the effect of the Game-Based Learning (GBL) model assisted by flashcard media on the cognitive learning outcomes and early writing skills of first-grade students at SD Negeri 86 Bengkulu City. The research employed a quasi-experimental method with a pretest-posttest control group design, involving two classes: IA (experimental) and IB (control), each with 20 students. Data were collected through observation, tests, and documentation, and analyzed using the t-test. The findings show that the use of the Game-Based Learning model with flashcard media significantly improved students’ cognitive learning outcomes and early writing skills. The model made the Indonesian language learning process more interactive, engaging, and effective.