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PENCIPTAAN NASKAH DRAMAPEREMPUAN SORE Anna Pertiwi
Saraswati Jurnal Ilmiah Mahasiswa S1 FSMR
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/srs.v0i0.554

Abstract

Penciptaan naskah drama Perempuan Sore berdasarkan realitas sosial perempuan desa yang mandul dan korban poligami. Drama Perempuan sore berkisah tentang seorang perempuan bercita-cita membangun dan mempertahankan sebuah rumah tangga. Paeni, perempuan desa yang mandul dan korban poligami, mampu mempertahankan rumah tangganya dengan mengizinkan suaminya menikahi perempuan pilihan Paeni. Naskah drama Perempuan Sore dalam proses penciptaannya melalui tahapan, yaitu bersumber pada fakta dengan tahap pengumpulan data observasi melalui sebuah penelitian dengan metode deskriptif, dan teknik riset digunakan untuk mengumpulkan data yaitu teknik observasi, teknik wawancara dan teknik dokumentasi. Setelah data dan fakta diperolah tahap selanjutnya adalah mengolah data menjadi karya fiksi. Dari struktur fiksi dramatik digunakan untuk menentukan premis, penokohan, alur, dialog, latar dan gaya penulisan yang dirangkai dalam bentuk konvensional. Kata kunci : realitas, sosial, perempuan, kemandulan, poligami, realisme, drama.
PENGARUH TINGKAT PENDIDIKAN GURU TERHADAP PROFESIONALISME MENGAJAR DI SMP MUHAMMADIYAH LIMBUNG Anna Pertiwi
Jurnal Kependidikan Media Vol 5, No 1 (2016): JURNAL KEPENDIDIKAN MEDIA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jkm.v5i1.2609

Abstract

ABSTRAK  : Penelitian ini mengangkat masalah sebagai berikut: Adakah pengaruh tingkat pendidikan guru terhadap profesionalisme mengajar di SMP Muhammadiyah Limbung Kab. Gowa. Penelitian ini bertujuan untuk mengetahui Pengaruh Tingkat Pendidikan Guru Terhadap profesionalisme Mengajar di SMP Muhammadiyah Limbung. Jenis penelitian ini merupakan jenis penelitian Deskriptif korelasi. Subjek dalam penelitian ini adalah guru dan siswa SMP Muhammadiyah Limbung yang berjumlah 49 guru dan 358 siswa. Teknik penarikan sampel yang digunakan penulis dalam penelitian ini adalah field Research (riset lapangan). Hasil penelitian ini akan di analisis dengan cara kuantitatif dalam tekhnik Deskriptif korelasi. Lokasi penelitianini bertempat di SMP Muhammadiyah Limbung Kab. Gowa yang berpopulasi siswa SMP Muhammadiyah limbung Kab. Gowa yang berjumlah sebanyak 36 orang.Hasil penelitian ini adalah: Tingkat pendidikan guru sangat berpengaruh terhadap profesionalisme mengajar. Hasil uji hipotesis dengan nilai hasil korelasi, yaitu rxy 0,5268 Ternyata t hitung  lebih besar dari t tabel, atau 3,613 2,042. Berdasarkan perhitungan tersebut, hipotesis Ha di terima, ini berarti Ada Pengaruh Tingkat Pendidikan Guru Terhadap Profesionalisme Mengajar dan Ho di tolak, artinya tidak Ada Pengaruh antara Tinkat Pendidikan guru terhadap profesionalisme Mengajar.
Aplikasi Notifikasi Tagihan Penggunaan Air Pelanggan PDAM Kota Makassar Berbasis SMS Gateway Menggunakan Metode FIFO (First In First Out) Muh. Putra Pratama; Muh. Khaliq Gibran Al-gifari; Ervianti Ervianti; Anna Pertiwi
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.634

Abstract

The large number of PDAM Makassar City customers who use drinking water services makes each month have to pay a number of water bills that are the customer's obligation. However, sometimes customers neglect the amount of the bill fee, which will result in swelling of the bill because there is no direct billing information, for example through the SMS Gateway service. This SMS gateway billing application is designed to provide convenience in providing information to customers in the form of the amount of bills each month. This SMS gateway application will process sms with the FIFO (First in First out) method where the first input will be directly processed and sent the first time as well. The sms gateway system is built with three main things, namely Gammu as a server tool, especially SMS Gateway, PHP as programming to create SMS web applications, and MySQL as a database server. The result of this study is an application for water use bills for PDAM Makassar City customers Premises.
Kebutuhan Pengembangan Media Film Pembelajaran Hikayat pada Mata Pelajaran Bahasa Indonesia Kelas X di SMA Negeri 12 Tana Lili Anna Pertiwi
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 5 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v4i5.7942

Abstract

Rumusan masalah dalam penelitian ini adalah bagaimana kebutuhan pengembangan media film pada mata pelajaran Bahasa Indonesia di kelas X SMA Negeri 12 Luwu Utara. Adapun tujuan penelitian ini adalah untuk menganalisis kebutuhan pengembangan media film pada mata pelajaran Bahasa Indonesia di kelas X SMA Negeri 12 Luwu Utara. Jenis penelitian ini merupakan penelitian dan pengembangan (R & D). Teknik pengumpulan data melalui observasi awal, teknik angket, dan teknik wawancara. Ujicoba dilakukan pada 24 orang siswa dan 1 orang guru bidang studi Bahasa Indonesia di SMA Negeri 12 Luwu Utara. Hasil pengembangan dalam penelitian ini berupa produk media film pembelajaran Hikayat berdurasi ±10 menit yang dikemas dalam bentuk CD/DVD. Media film pembelajaran Hikayat ini didesain dengan mengikuti model pengembangan ADDIE (Analysis, Design, Develop, Implement, Evaluate).
Development of Android-Based Interactive Multimedia On Thematic Learning Anna Pertiwi; Kamal Kamal; Hamdi M. Daming; Muhammad Takdir; Hariyanti Hamid
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3414

Abstract

This research and development were conducted at SD Madrasah Ibtidaiyah Muhammadiyah using the ADDIE development model. The model consists of analysis, design, development, implementation, and evaluation stages. The result of this research is an interactive multimedia product based on the Android platform for thematic learning, specifically focusing on the subject of national historical events during the colonial era, intended for elementary school fifth-grade students with a focus on the Social Studies subject.The interactive multimedia based on Android was developed using Unity and Photoshop applications, incorporating text, images, and sound components. This multimedia can be downloaded and installed on Android-based smartphones. The product testing results showed that the validation by media experts reached 85.30%, while the validation by subject matter experts reached 95.45%. The average of these two validations falls into the category of highly valid. The effectiveness test through evaluation questions yielded a result of 96.24%, which falls into the category of highly effective and achieved a high level of completion. The practicality test obtained a percentage of 96.7% from teachers and 96.30% from students, which falls into the category of highly practical. The attractiveness test yielded a percentage of 96.72% from students, also falling into the category of highly attractive.Therefore, based on the above presentation, it can be concluded that the interactive multimedia based on Android for thematic learning on the topic of national historical events during the colonial era is suitable for use in elementary school fifth-grade students. This product meets the criteria of being valid, effective, practical, and attractive.
Empowering Rural Communities Through Digital Solutions: A Cultural Immersion Initiative by theEducationalTechnologyStudy Programof UKI Toraja for International Students Ervianti, Ervianti; Pratama, Muh. Putra; Hasni, Hasni; Pertiwi, Anna; Pairunan, Leadys Ananda Tri
Jurnal Literasiologi Vol 12 No 3 (2024): Jurnal Literasiologi
Publisher : Yayasan Literasi Kita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47783/literasiologi.v12i3.753

Abstract

This research explores the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja. This study adopts a qualitative research design to explore the impact of digital solutions on empowering rural communities within the context of a cultural immersion initiative. The study employs a case study method, focusing on a specific rural community in Toraja, Indonesia, where international students from the Educational Technology Study Program of UKI Toraja were engaged. The participants in this study included international students enrolled in the Educational Technology Study Program at UKI Toraja, faculty members who facilitated the immersion program, and members of the rural community in Toraja where the immersion took place. The international students were selected based on their participation in the program, while community members were chosen to reflect a diverse range of ages, occupations, and involvement in local cultural practices. In total, 20 international students, 5 faculty members, and 15 community members participated in this study. Data collection was conducted over a three-week period during the cultural immersion program. The primary data collection methods included participant observation and in-depth interviews. The data collected were analyzed using thematic analysis. The study result confirms that the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja are lays on empowerment through digital literacy and cultural sensitivity and adaptation.
MEMBUKA DUNIA BAGI PENYANDANG TUNARUNGU: REVOLUSI SISTEM TRANSKRIPSI SUARA Pertiwi, Anna; Hasni, Hasni; Johan, Chendri; Aryo Nugraha Pongdatu, Gidion
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 7, No 12 (2024): MARTABE : JURNAL PENGABDIAN MASYARAKAT
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v7i12.5494-5501

Abstract

Kendala dan tantangan belajar di Perguruan Tinggi bagi penyandang berkebutuhan khusus pasti lebih besar dibanding dengan kesulitan yang dihadapi mahasiswa regular. Dengan demikian diperlukan sebuah inovasi agar dapat mengakomodasi kebutuhan belajar penyandang berkebutuhan khusus di perguruan tinggi. Salah penyandang berkebutuhan khusus yang memiliki hak untuk mendapatkan akses pendidikan diperguruan tinggi adalah penyandang tunarungu baik dalam kategori ringan sampai berat digolongkan ke dalam kurang dengar atau tuli. Saat ini terdapat penyandang tunarungu yang tercatat sebagai mahasiswa aktif pada UKI Toraja adalah penyandang tunarungu dalam kategori ringan (kurang dengar), namun tidak menutup kemungkinan pada tahun-tahun ajaran berikutnya, UKI Toraja menerima penyandang tunarungu kategori berat (tuli). Dalam hal ini sebuah inovasi pembelajaran dan teknologi bantu (teknologi asistif) untuk mahasiswa berkebutuhan khusus di perguruan tinggi berupa teknologi asistif dalam bentuk “pengembangan alat bantu bagi penyandang tunarungu di UKI Toraja”, teknologi bantu (teknologi asistif) yang kami usulkan sebagai bentuk komitmen mewujudkan layanan inklusif mahasiswa penyandang tunarungu kategori berat (tuli) di UKI Toraja kelak yang dapat meningkatkan keterampilan hidup mandiri bagi penyandang tunarungu berat (tuli) dalam bermobilitas.
PENERAPAN LANGKAH POLYA DALAM MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR SISWA DALAM MENYELESAIKAN SOAL CERITA UNTUNG DAN RUGI DI KELAS VII A SMP NEGERI 1 LABUAN Anna Pertiwi; M Nur; Nurhayadi
Jurnal Elektronik Pendidikan Matematika Tadulako Vol. 8 No. 3 (2021)
Publisher : Universitas Tadulako

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

Abstract

Tujuan dari penelitian ini adalah untuk memperoleh deskripsi penerapan langkah Polya dalam Model Problem Based Learningdalam upaya meningkatkan hasil belajar siswa dalam menyelesaikan soal cerita untung dan rugi di kelas VIIA SMP Negeri 1 Labuan. Jenis penelitian ini adalah penelitian tindakan kelas (PTK). Rancangan penelitian ini mengacu pada desain penelitian tindakan kelas (PTK) Kemmis dan Mc. Taggart yakni (1) perencanaan, (2) pelaksanaan tindakan, (3) observasi dan (4) refleksi. Penelitian ini dilakukan dalam dua siklus. Hasil penelitian ini menunjukkan bahwa penerapan langkah Polya dalam model Problem Based Learning dapat meningkatkan hasil belajar siswa dalam menyelesaikan soal cerita untung dan rugi di kelas VIIA SMP Negeri 1 Labuan. 4 langkah Polya yaitu: (1) memahami masalah, siswa memahami masalah dengan menuliskan apa yang diketahui dan apa yang ditanyakan, (2) membuat perencanaan, siswa membuat perencanaan dengan membuat model matematika dari apa yang diketahui pada masalah, (3) melaksanakan perencanaan, siswa melaksanakan perencanaan dengan menyelesaikan soal menggunakan metode yang mereka inginkan, (4) memeriksa kembali proses dan hasil yang diperoleh, siswa memeriksa kembali hasil yang telah mereka peroleh dengan mensubtitusi hasil yang diperoleh kedalam model matematika yang telah dibuat. Penerapan langkah Polya dalam pembelajaran menggunakan model Problem Based Learning, yaitu: (1) orientasi siswa kepada masalah, (2) mengorganisasikan siswa untuk belajar, (3) membimbing penyelidikan individu maupun kelompok, (4) Mengembangkan dan menyajikan hasil karya, dan (5) menganalisis dan mengevaluasi proses pemecahan masalah. Abstract: The purpose of this researc is to get description applying step Polya Problem Based learning for increasing result of student study in finishing question story form advantages and unadvantages in class VII A at SMP Negeri 1 Labuan. The type of research is action of class research (PTK). The plan of this research based on desaign of action class research (PTK). Kemmis and Mc Taggar which are (1) planning, (2) doing action, (3) observation, and (4) reflection. This research are doing in two cycle. The result of research showing that applying Polya step in example problem based learning can increasing the result of student study of finishing question story of advantage and unadvantage in class VII A at SMP Negeri 1 Labuan. 4 Polya steps which are : (1) understanding problem, the student is understanding problem with writing down what they knew and asked, (2) making planning, the students is making planning with making mathematic example from what they knew from the problem, (3) doing planing, the student doing planing with finishing test by using method that they want it, and (4) checking back process and result that they got, the student checking back the result that they got with subtituting result in mathematic model that they made. Applying Polya step in learning using example Problem Based Learning are (1) the student orientation to problem, (2) organizing student to study, (3) guiding research individu or groups, (4) develophing and showing of result creation, and (5) analizing and evaluating proces solve problem. Keywords:Polya step; Problem Based Learning; The result study; Question story advantages and disadvantages.
PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS VIII DI UPT SMPN 1 MAKALE SELATAN Gojang, Rifka; Anna Pertiwi; I Ketut Linggih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.32442

Abstract

This research was conducted at UPT SMPN 1 Makale Selatan and was motivated by the limited availability of digital teaching materials and printed books in the Informatics subject for Grade VIII, particularly on the Computer System topic. Although students have been permitted to use Android devices in the learning process, their utilization has not been optimal and is still limited to searching for additional information. The objectives of this study are: (1) to identify the needs for developing Android-based digital teaching materials, (2) to design Android-based digital teaching materials, and (3) to test the validity and practicality of Android-based digital teaching materials in the Informatics subject for Grade VIII. The type of research used is Research and Development (R&D) with the Richey & Klein development model, which consists of three stages: Planning, Production, and Evaluation. The research subjects included media experts, material experts, teachers, and 29 students of Grade VIII A. The instruments used in this study were observation, interviews, and questionnaires for validity and practicality testing. The results showed that the Android-based digital teaching materials developed obtained a validity score of 91.25% from media experts (very valid) and 90% from material experts (very valid). The practicality test results reached 88.06% from students (very practical) and 87.5% from the teacher (very practical). Thus, it can be concluded that the Android-based digital teaching materials developed using the Kodular platform are valid, practical, and feasible to be used in teaching Informatics for Grade VIII at UPT SMPN 1 Makale Selatan.
FENOMENA GAME ONLINE DI KALANGAN MAHASISWA TEKNOLOGI PENDIDIKAN: KEBIASAAN, DAMPAK AKADEMIK, DAN POTENSI EDUKATIF Pertiwi, Anna; Gasong, Dina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29065

Abstract

This study aims to describe the phenomenon of online games among Educational Technology students, focusing on playing habits, impacts on academic activities, and students' perceptions of the educational potential of online games. The research method uses a descriptive quantitative approach with a sample of 97 students (23 males and 74 females). The results showed that the majority of students play games every day (33%) with a duration of 1–2 hours/day. The type of MOBA game (Mobile Legends) is the most popular (39.2%). As many as 57.7% of students admitted that games affect study time, but 71.1% said games help reduce stress. In addition, 65% of students believe that online games have educational potential. These findings provide important implications for the development of game-based learning media and student time management.