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Journal : MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-ilmu Sosial

The Functions of Films for Children as Learning Media in Children's Education Dyani Prades Pratiwi; Roma Kyo Kae Saniro; Andina Meutia Hawa
MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-ilmu Sosial Vol 7, No 1 (2023)
Publisher : Prodi Pendidikan Sejarah Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/mkd.v7i1.6528

Abstract

Children's interest in learning should be continuously enhanced. Selecting suitable learning media is very important to support the increased interest in learning. A film can be one of the learning media that offers advantages for achieving a quality children's education process. This study aims to discuss the functions of films for children in children's education. The method used is descriptive qualitative with literary studies techniques. The study results show that there are three functions of films for children as learning media, namely film as a media for language learning, film as a media for character building, and film as a media for introducing multiculturalism. Film can stimulate children's imagination so that children can think actively and creatively. However, the functions of films are inseparable from the role of parents and teachers in selecting films and methods or techniques for presenting films so that children remain active learners.
Event Sastra Festival Temu Penyair Asia Tenggara II di Padang Panjang sebagai Potensi Pariwisata Roma Kyo Kae Saniro; Andina Meutia Hawa; Donny Eros; Pramono Pramono
MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-ilmu Sosial Vol 7, No 2 (2023)
Publisher : Prodi Pendidikan Sejarah Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/mkd.v7i2.7847

Abstract

This research aims to explore the literary event, theTemu Penyair Asia Tenggara II (TPAT) or Southeast Asian Poets Gathering II, as a potential tourism attraction. The background of this study lies in the existence of various literary festivals across the archipelago that have the potential to boost tourism, yet remain unknown to the wider public. One such event is held in Padang Panjang. This research investigates the impact of visitors' experiences on their return visits to the city where the festival takes place. The methodology employed in this research is a mixed-method approach, combining quantitative and qualitative methods. Quantitative methods were used to collect data through a survey questionnaire distributed to 14 respondents, covering 10 key indicators. Subsequently, the questionnaire data was processed using qualitative descriptive analysis with a focus on literary tourism. The research corpus is the TPAT II festival held in Padang Panjang, West Sumatra. Data collection involved distributing questionnaires to 14 correspondents, addressing 10 specific indicators. The research process included data collection through field surveys. The collected data was then processed and analyzed to reveal the literary event's potential as a tourism attraction, employing literary tourism perspectives. The findings of this research indicate that visitors perceive literature and tourism, as showcased in the festival held in Padang Panjang, positively. This perception leads to a desire among visitors to return to Padang Panjang. Visitor satisfaction is anticipated to serve as a model for organizing other festivals, acting as promotional platforms for lesser-known places or tourist destinations, thereby contributing to sustainable tourism. Consequently, regions hosting TPAT II events are expected to become tourism assets for Padang Panjang.
Building Character and Digital Literacy through Comics Hawa, Andina Meutia; Pratiwi, Anne; Pratiwi, Dyani Prades; Nesa, Fakhria; Saniro, Roma Kyo Kae; Arbain, Armini
MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-ilmu Sosial Vol 8, No 2 (2024)
Publisher : Prodi Pendidikan Sejarah Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/mkd.v8i2.9500

Abstract

Comics can be categorized as literary works because they contain stories, ideas, and thoughts. Comics have at least two elements, such as images, and narration, which are interrelated. The pictures in comics are intended to stimulate interest in reading, develop imagination, and provide aesthetic elements. Therefore, comics can be used as a communication medium to convey stories and moral messages to readers and build character and digital literacy. This research aims to explain the role of comics as a medium for building character and digital literacy in the stories contained in the collection of children's comics published by Mizan and the Komik Next G series published by Muffin Graphics. Comic stories are written by writers for children aged 8-13 years and illustrated by professional comic artists. This research uses analytical descriptive methods. This research uses two kinds of data, namely primary and secondary sources. The data collection technique used in this research is the library technique. Based on the results of the analysis, it was found that the four stories used as research objects contained character education values, namely honesty and reminding each other in kindness, as well as being competitive and competing in a healthy manner; and the value of digital literacy, namely being wise in using devices, as well as using technology to develop talents, and the importance of supervision in using technology. The value of honesty and reminding each other in kindness are found in the story entitled Jujur itu Penting; the value being competitive in healthy manner is found in the story Kunci Juara Kelas. The value of digital literacy in the form of being wise and responsible in using devices is found in the story Gara-Gara Wi-Fi; The value of digital literacy in using technology for future development and the importance of supervision in using technology is found in the story of Mangaka Cilik.
Building Character and Digital Literacy through Comics Hawa, Andina Meutia; Pratiwi, Anne; Pratiwi, Dyani Prades; Nesa, Fakhria; Saniro, Roma Kyo Kae; Arbain, Armini
MUKADIMAH: Jurnal Pendidikan, Sejarah, dan Ilmu-ilmu Sosial Vol 8, No 2 (2024)
Publisher : Prodi Pendidikan Sejarah Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Sumatera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/mkd.v8i2.9500

Abstract

Comics can be categorized as literary works because they contain stories, ideas, and thoughts. Comics have at least two elements, such as images, and narration, which are interrelated. The pictures in comics are intended to stimulate interest in reading, develop imagination, and provide aesthetic elements. Therefore, comics can be used as a communication medium to convey stories and moral messages to readers and build character and digital literacy. This research aims to explain the role of comics as a medium for building character and digital literacy in the stories contained in the collection of children's comics published by Mizan and the Komik Next G series published by Muffin Graphics. Comic stories are written by writers for children aged 8-13 years and illustrated by professional comic artists. This research uses analytical descriptive methods. This research uses two kinds of data, namely primary and secondary sources. The data collection technique used in this research is the library technique. Based on the results of the analysis, it was found that the four stories used as research objects contained character education values, namely honesty and reminding each other in kindness, as well as being competitive and competing in a healthy manner; and the value of digital literacy, namely being wise in using devices, as well as using technology to develop talents, and the importance of supervision in using technology. The value of honesty and reminding each other in kindness are found in the story entitled Jujur itu Penting; the value being competitive in healthy manner is found in the story Kunci Juara Kelas. The value of digital literacy in the form of being wise and responsible in using devices is found in the story Gara-Gara Wi-Fi; The value of digital literacy in using technology for future development and the importance of supervision in using technology is found in the story of Mangaka Cilik.