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PEMANFAATAN APLIKASI DISCORD SEBAGAI ALTERNATIF PEMBELAJARAN BIPA DARING Helmi Muzaki; Caesar Adlu Hakim
ESTETIKA: JURNAL PENDIDIKAN BAHASA DAN SASTRA INDONESIA Vol 4 No 1 (2022)
Publisher : STKIP PGRI SUMENEP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/estetika.v4i1.231

Abstract

The Covid-19 pandemic has made learning that was initially carried out offline become online. Although several educational institutions have started to carry out offline learning now learning Indonesian for Foreign Speakers (BIPA) is still being carried out online. In online learning, BIPA teachers need applications that can be used both synchronously and asynchronously. Discord is an application that can be used in BIPA learning both synchronously and asynchronously. This study aims to describe the Discord application as an alternative in online BIPA learning and describe the use of Discord in online BIPA learning. The method used is library research. The data in this study are in the form of national, international journal articles, books, and references that are relevant to the use of Discord as an online BIPA learning medium. The results of this study indicate that Discord has features that support online BIPA learning. Therefore, Discord can be used as a medium in online BIPA learning. These features include Roles, Text Channels, Voice Channels, Video Conferences, and Bots. This study also shows the use of Discord in online BIPA learning with four basic language skills, namely listening, speaking, reading, and writing.
Integration of VSD-Based Spinner Machines to Increase Efficiency and Product Quality at Alfin Kripik Seboro UMKM Caesar Adlu Hakim; Moh. Zainul Falah; Wahyu Tri Handoko; Ghasa Faraasyatul ‘Alam; Raffi Taufik Gushardana; Sucipto
Bulletin of Community Engagement Vol. 4 No. 3 (2024): Bulletin of Community Engagement
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bce.v4i3.1555

Abstract

Alfin Seboro Kripik is a Micro, Small, and Medium Enterprise (UMKM) that is engaged in the production of Seboro chips, a traditional Indonesian snack made from cassava. Alfin Seboro Kripik strives to uphold its heritage while adapting to modern market demands. This UMKM uses manual and traditional methods to make its chips, relying on a manual process involving frying and seasoning. Despite its commitment to tradition, Alfin Seboro Kripik faces challenges related to product quality and efficiency in its production line. One important issue is the adhesion of oil to the chips after frying, which affects the taste and texture of the final product. Additionally, the lack of advanced machinery limits the company's ability to meet rising consumer expectations and compete effectively in the marketplace. Realizing the need for innovation and improvement, Alfin Seboro Keripik hopes that there will be efforts to integrate modern technology such as the Variable Speed Drive (VSD) Based Spinner Machine system into its production process. The introduction of VSD-driven spinning machines aims to improve oil removal efficiency, improve product consistency, and optimize production workflows. By embracing innovation, Alfin Seboro Kripik aims to improve quality standards, expand market reach, and contribute to the economic development of local communities.  
Gamifikasi Pembelajaran Menulis Teks Eksplanasi untuk Siswa Kelas XI SMA Caesar Adlu Hakim; -, Didin Widyartono
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.27627

Abstract

This study aims to develop classcraft-based gamification learning in learning to write explanatory texts for grade XI SMA. This research uses the ADDIE model which consists of 5 stages, namely (1) analyze with the stage of analyzing field needs (2) design with the stage of designing products by compiling an outline of media development and lesson plans, (3) development with the stage of developing classcraft products which are then validated by Indonesian language learning material and media experts, (4) implementation with the stage of practitioner testing by two Indonesian language teachers and trials with two stages, namely small group tests and large group tests, and (5) evaluation with the stage of revising the product according to expert and practitioner validation input. The subjects of this research were the XI grade students of SMA Negeri 2 Ponorogo. The results of this study produced a classcraft-based gamification product for learning to write explanatory texts containing material for writing explanatory texts including explanatory text development patterns and how to write explanatory texts. The product developed was validated by material and media experts with an average score of 87.6% which was classified as very feasible. In addition, a practitioner test was conducted by two teachers which resulted in an average score of 91%. Then, a field trial was carried out with two stages, namely a small group test which obtained a result of 89.5% and a large group test which obtained a result of 90.6%. This research shows that classcraft-based gamification is very feasible and can be implemented in classroom learning.
Kampanye Gaya Hidup Zero Waste dalam Lagu Plastik Karya Saykoji Caesar Adlu Hakim; Dwi Sulistyorini; Agung Andana; Sutejo, Sutejo
Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Vol. 10 No. 4 (2024)
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/onoma.v10i4.4490

Abstract

Penelitian ini bertujuan untuk mendeskripsikan bentuk kampanye gaya hidup zero waste dengan kajian ekologi sastra dalam lirik lagu Sampah karya Saykoji. Zero waste merupakan kegiatan upaya untuk pengurangan produksi sampah dengan langkah 5R, yaitu refuse, reduce, reuse, recycle, dan rot. Penelitian ini menggunakan metode kualitatif. Sumber data dalam penelitian ini adalah lirik karya Saykoji yang dirilis pada tahun 2019. Teknik pengumpulan data dalam penelitian ini adalah teknik simak dan catat. Teknik analisis data pada penelitian ini menggunakan lima langkah analisis yakni mengumpulkan data, menulis deskripsi data, mereduksi data, mengategorisasikan data, dan menghubungkan data. Hasil analisis dalam penelitian ini menghasilkan dua aspek pesan ekologi sastra yang tersaji dalam lirik lagu Sampah karya Saykoji. Pertama, bahaya sampah plastik dengan empat kutipan yang berfokus pada kondisi sampah plastik saat ini dan dampaknya bagi lingkungan. Kedua, kampanye gaya hidup zero waste dengan empat kutipan yang berfokus pada ajakan untuk menjaga alam di Indonesia dengan cara menolak, mengurangi penggunaan, menggunakan kembali, dan mendaur ulang plastik.