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Antropolinguistik dalam Toponimi Kabupaten Subang Syafii, Ahmad Muzaki; Kosasih, Dede; Nugraha, Haris Santosa
LOKABASA Vol 15, No 2 (2024): Oktober 2024
Publisher : UPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jlb.v15i2.80312

Abstract

Kajian ini bertujuan untuk mendeskripsikan: 1) aspek toponimi di Kabupaten Subang; 2) pola penamaan yang digunakan pada toponimi Kabupaten Subang; 3) asal-usul desa di Kabupaten Subang; 4) parameter antropolinguistik pada toponimi Kabupaten Subang. Metode yang digunakan yaitu deskriptif dengan pendekatan kualitatif. Teknik yang digunakan meliputi observasi, wawancara, dan telaah pustaka. Sumber data meliputi: manusia (person), tempat (place), dan kertas (paper). Hasil kajian menunjukkan bahwa toponimi di Kabupaten Subang dipengaruhi aspek fisikal sebesar 76% yang berkaitan dengan fenomena alam, dan aspek non-fisikal sebesar 24% yang berkaitan dengan harapan masyarakat serta peristiwa yang pernah terjadi di tempat tersebut. Pola penamaan yang digunakan pada toponimi Kabupaten Subang didominasi oleh pola campuran sebesar 74% karena pola ini dapat menggambarkan suatu daerah lebih spesifik baik melalui fenomena alam, maupun sosio-kultural, sedangkan pola linear sebesar 26%. Asal-usul yang didapatkan dari hasil penelitian ini banyak dipengaruhi oleh fenomena alam yang ada di sekitar daerah tersebut, selain itu juga dipengaruhi kondisi sosio-kultural seperti cerita rakyat yang beredar di masyarakat, peristiwa yang pernah terjadi, dan harapan masyarakat juga mempengaruhi asal-usul nama tempat. Parameter antropolinguistik yang didapatkan dari penelitian ini didominasi oleh parameter keterhubungan sebesar 83%, kebernilaian sebesar 54%, dan keberlanjutan sebesar 33%. Simpulannya bahwa toponimi Kabupaten Subang memiliki ciri khas yang beragam baik dari aspek yang melatarbelakanginya, pola penamaan yang digunakan, asal-usul, serta parameter antropolinguistiknya.This study aims to describe: 1) the toponymy aspects in Subang Regency; 2) the naming patterns used in the toponymy of Subang Regency; 3) the origins of villages in Subang Regency; 4) the anthropolinguistic parameters in the toponymy of Subang Regency. The method used is descriptive with a qualitative approach. The techniques employed include observation, interviews, and literature review. The data sources include: people, places, and documents. The study's results show that toponymy in Subang Regency is influenced by physical aspects to the extent of 76%, related to natural phenomena, and non-physical aspects at 24%, which are associated with the hopes of the community and events that have occurred in the area. The naming pattern used in the toponymy of Subang Regency is dominated by a mixed pattern at 74%, as this pattern can describe an area more specifically, both through natural phenomena and socio-cultural aspects, while the linear pattern accounts for 26%. The origins found in this study are largely influenced by the natural phenomena in the surrounding area, as well as socio-cultural conditions such as local folklore, past events, and the hopes of the community. The anthropolinguistic parameters derived from this study are dominated by the parameter of interconnectedness at 83%, value at 54%, and sustainability at 33%. In conclusion, the toponymy of Subang Regency has diverse characteristics, both in the aspects that underlie it, the naming patterns used, the origins, and its anthropolinguistic parameters. 
Model Window Shopping dalam Pembelajaran Membaca Cerita Pendek (Studi Praeksperimen pada Kelas XI MIPA 3 SMA Negeri 2 Majalengka Tahun Ajar 2023/2024) Nurhalizah, Atifah; Isnendes, Retty; Nugraha, Haris Santosa
Jurnal IKADBUDI Vol. 13 No. 2 (2024)
Publisher : Fakultas Bahasa Seni dan Budaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ikadbudi.v13i2.76525

Abstract

Penelitian ini dilatarbelakangi oleh kurangnya pemahaman siswa terhadap bahasa sunda, kurangnya minat membaca siswa, kurangnya minat mempelajari bahasa sunda, banyak siswa yang belum mengetahui tentang karya sastra sunda khususnya cerpen, siswa merasa jenuh di dalam kelas, dan kurangnya kreativitas guru dalam menerapkan model pembelajaran. Dengan menerapkan model Window Shopping diharapkan mampu menyelesaikan permasalahan yang dihadapi. Penelitian ini bertujuan untuk mendeskripsikan: 1) kemampuan siswa dalam membaca cerpen sebelum menggunakan model pembelajaran Window Shopping, 2) kemampuan siswa dalam membaca cerpen setelah menggunakan model pembelajaran Window Shopping, 3) perbedaan kemampuan membaca carita pondok sebelum dan sesudah menggunakan model Window Shopping. Penelitian ini menggunakan metode kuasi praeksperimen dengan jenis pendekatan kuantitatif dan menggunakan desain one group pre-test and post-test. Sumber datanya adalah kelas XI MIPA 3 SMA Negeri 2 Majalengka Tahun Ajaran 2023/2024 yang berjumlah 36 siswa, 14 siswa laki-laki dan 22 siswa perempuan dengan menggunakan teknik tes. Hasil dari penelitian ini adalah: 1) kemampuan membaca cerita pendek sebelum menggunakan Window Shopping, 2) kemampuan membaca cerita pendek siswa setelah menggunakan Window Shopping, 3) perbedaan kemampuan membaca cerita pendek siswa sebelum dan sesudah menggunakan Window Shopping. Penelitian ini diuji parametrik signifikansi sig.(2-tailed) 0,000 < 0,05 berarti H0 ditolak dan H1 diterima. Oleh karena itu dapat dibuktikan terdapat perbedaan yang signifikan kemampuan membaca cerpen siswa kelas XI MIPA 3 SMA Negeri 2 Majalengka Tahun Pelajaran 2023/2024 sebelum dan sesudah menggunakan model Window Shopping. 
Eksplorasi Penggunaan Augmented Reality (AR) sebagai Media Interaktif dalam Pembelajaran Tata Krama Bahasa Sunda Nugraha, Haris Santosa; Kuswari, Usep; Sutisna, Ade; Sari, Erni Endah; Dzakiah, Shoofii Nurrizki; Garsela, Fajar
LOKABASA Vol 16, No 1 (2025): April 2025
Publisher : UPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jlb.v16i1.81705

Abstract

Penelitian ini bertujuan untuk mengeksplorasi kebutuhan penggunaan Augmented Reality  (AR) sebagai media pembelajaran interaktif dalam pembelajaran tata krama bahasa Sunda. Berlandaskan teori konstruktivisme, penelitian ini menekankan pentingnya pembelajaran berbasis pengalaman dan interaksi dalam meningkatkan pemahaman siswa terhadap norma sosial dalam budaya Sunda. Metode yang digunakan adalah deskriptif kualitatif dengan teknik pengumpulan data melalui kuesioner, observasi partisipatif, dan wawancara mendalam kepada guru serta siswa dari sepuluh sekolah menengah pertama di wilayah Bandung Raya. Analisis data dilakukan secara tematik menggunakan pendekatan Miles dan Huberman. Hasil penelitian menunjukkan bahwa metode pembelajaran konvensional kurang efektif dalam merepresentasikan situasi sosial secara nyata. AR memiliki potensi besar dalam menghadirkan simulasi pembelajaran yang lebih realistis dan interaktif dengan karakteristik utama berupa simulasi kontekstual, visualisasi realistis, latihan mandiri, serta umpan balik langsung. Namun, tantangan utama dalam implementasi AR terletak pada keterbatasan infrastruktur teknologi dan kesiapan tenaga pendidik. Implikasi penelitian ini menekankan perlunya dukungan infrastruktur dan pelatihan guru agar AR dapat diterapkan secara optimal dalam pembelajaran tata krama bahasa Sunda.This study aims to explore the need for using Augmented Reality  (AR) as an interactive learning medium in Sundanese etiquette education. Based on constructivist theory, this research emphasizes the importance of experience-based and interactive learning in enhancing students’ understanding of social norms in Sundanese culture. The research employs a qualitative descriptive method with data collection techniques including questionnaires, participatory observations, and in-depth interviews with teachers and students from ten junior high schools in the Bandung Raya region. Data analysis was conducted thematically using the Miles and Huberman approach. The findings indicate that conventional teaching methods are ineffective in representing real social situations. AR has great potential in providing more realistic and interactive learning simulations with key characteristics such as contextual simulations, realistic visualization, independent exercises, and real-time feedback. However, the main challenges in implementing AR lie in the limitations of technological infrastructure and the readiness of educators. The study highlights the need for infrastructure support and teacher training to ensure the optimal application of AR in Sundanese etiquette education. 
NILAI- NILAI KEBANGSAAN DALAM LIRIK PUPUH UNTUK SISWA SEKOLAH DASAR Suherman, Agus; Santosa Nugraha, Haris
JALADRI : Jurnal Ilmiah Program Studi Bahasa Sunda Vol 5 No 1 (2019): Jaladri
Publisher : Prodi Pendidikan Bahasa dan Sastra Daerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jaladri.v5i1.1467

Abstract

Penanaman nilai-nilai kebangsaan sebaiknya dilakukan sejak dini terutama di usia sekolah dasar. Sumber-sumber nilai kebangsaan yang ditanamkan tersebut di samping berasal dari landasan ideal dan konstitusional, juga dapat diambil dari muatan-muatan mata pelajaran. Dengan menggunakan metode deskriptif, tulisan ini mengkaji nilai-nilai kebangsaan yang terkandung dalam lirik pupuh untuk siswa sekolah dasar dalam mata pelajaran bahasa Sunda. Hasilnya, beberapa pupuh yang diajarkan di beberapa tingkatan kelas, banyak mengandung nilai-nilai kebangsaan. Nilai-nilai tersebut telah lama dianut dan diamalkan oleh masyarakat Sunda sehingga telah menjadi ingatan kolektif dalam menjalankan kehidupan berbangsa dan bernegara. Selain itu, nilai-nilai tersebut sangat bersesuaian dengan empat pilar kebangsaan yaitu Pancasila, UUD 1945, NKRI, dan Bhineka Tunggal Ika. Oleh sebab itu, pelajaran bahasa Sunda khususnya materi pupuh sangat berkontribusi positif dalam menanamkan nilai-nilai kebangsaan kepada generasi penerus bangsa.
Penerapan media augmented reality dalam pembelajaran tata krama bahasa Sunda pada siswa SMP Alfa Centauri kota Bandung Nugraha, Haris Santosa; Sutisna, Ade; Garsela, Fajar; Sari, Erni Endah; Dzakiah, Shoofii Nurrizki
Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya Vol 8 No 2 (2025)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/diglosia.v8i2.1202

Abstract

Learning about tata krama (etiquette) in Sundanese often faces obstacles, particularly due to the limited availability of instructional media that can realistically and comprehensively represent social situations. As a result, students struggle to distinguish and apply various speech levels—such as respectful, familiar, and harsh language—according to context. This study aims to examine the effectiveness of Augmented Reality (AR) technology in enhancing students’ understanding of Sundanese etiquette. A quantitative approach was employed using an experimental method with a pre-test post-test control group design. The study involved 44 seventh-grade students from SMP Alfa Centauri in Bandung. Data were collected through comprehension tests and analyzed using a paired sample t-test. The results showed a significance value of 0.00, indicating a significant difference between the pre-test and post-test scores in the experimental group. Furthermore, the N-Gain score of 0.73 suggests a high level of improvement in learning outcomes. These findings demonstrate that AR media can effectively visualize complex social communication interactions, thereby supporting deeper student comprehension. Thus, the integration of Augmented Reality proves to be an effective and innovative solution for technology-based Sundanese language learning.
STRATEGI INOVATIF DALAM PEMBELAJARAN BAHASA SUNDA: DIGITALISASI MATERI AJAR UNTUK GURU SEKOLAH DASAR Nurjanah, Nunuy; Koswara, Dedi; Nugraha, Haris Santosa; Rukmanah, Hani Siti; Ruslan, Ujang
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 2 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i2.4724

Abstract

Sundanese language, as part of the richness of local culture, plays an important role in shaping the identity and character of the younger generation, especially in the West Java region. However, its existence now faces serious challenges due to declining student interest and limitations of conventional learning resources. This study aims to analyze innovative strategies in Sundanese language learning through the digitalization of teaching materials in elementary schools. Digitalization is considered a modern approach capable of increasing student engagement, enriching methods of delivering material, and preserving local cultural values through interactive media. This research uses a qualitative approach with a descriptive method. Data were obtained through literature studies and interviews with elementary school teachers. The results show that the use of technology—such as learning applications, audio-visual media, and gamification—can increase students' motivation and understanding of the Sundanese language. However, obstacles such as limited infrastructure, lack of teachers' digital competence, and the scarcity of digital learning resources remain major barriers. Therefore, intensive training for teachers, the development of culturally relevant digital content, and policy support from schools and the government are needed. The digitalization of teaching materials is not only a learning solution but also a strategic means of preserving and actualizing Sundanese culture in the digital era. ABSTRAKBahasa Sunda sebagai bagian dari kekayaan budaya lokal memiliki peran penting dalam membentuk identitas dan karakter generasi muda, khususnya di wilayah Jawa Barat. Namun, eksistensinya kini menghadapi tantangan serius seiring menurunnya minat siswa dan keterbatasan sumber belajar konvensional. Penelitian ini bertujuan menganalisis strategi inovatif dalam pembelajaran Bahasa Sunda melalui digitalisasi materi ajar di sekolah dasar. Digitalisasi dianggap sebagai pendekatan modern yang mampu meningkatkan keterlibatan siswa, memperkaya metode penyampaian materi, serta menjaga nilai-nilai budaya lokal melalui media interaktif. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif. Data diperoleh melalui studi pustaka dan wawancara dengan guru sekolah dasar. Hasil penelitian menunjukkan bahwa pemanfaatan teknologi—seperti aplikasi pembelajaran, media audio-visual, dan gamifikasi—dapat meningkatkan motivasi dan pemahaman siswa terhadap Bahasa Sunda. Namun, kendala seperti keterbatasan infrastruktur, kurangnya kompetensi digital guru, dan minimnya sumber belajar digital masih menjadi hambatan utama. Oleh karena itu, dibutuhkan pelatihan intensif bagi guru, pengembangan konten digital yang relevan secara budaya, serta dukungan kebijakan dari sekolah dan pemerintah. Digitalisasi materi ajar tidak hanya menjadi solusi pembelajaran, tetapi juga sarana strategis dalam melestarikan dan mengaktualisasikan budaya Sunda di era digital.
Transformation of Language, Literature, Regional Culture and Learning Society 5.0 Era Nurjanah, Nunuy; Dingding Haerudin; Haris Santosa Nugraha
International Journal of Language and Culture Vol. 1 No. 1 (2023): International Journal of Language and Culture
Publisher : CV. Goresan Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63762/ijolac.v1i1.6

Abstract

The existence of local languages continues to decrease the number of speakers, so it is necessary to carry out preventive efforts. The method can be in the form of transformation into digital form. This effort is a step to change the form or transfer print, audio, and video media into digital form. This paper aims to explain certain media that can be used as innovations in digital-based learning of the Sundanese language. The media are in the form of websites (sundanesepedia.com and sundaculture.com) and digital learning applications (MABS: Bahan Ajar Basa Sunda).
Formative Assessment in Sundanese Language Learning for Middle School Students in West Java Kuswari, Usep; Ruhaliah, Ruhaliah; Nugraha, Haris Santosa; Darajat, Danan
International Journal of Language and Culture Vol. 2 No. 1 (2024): International Journal of Language and Culture
Publisher : CV. Goresan Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63762/ijolac.v2i1.8

Abstract

The background of this research is the untouched assessment model of student-friendly learning of the Sundanese language. Therefore, Student Friendly Assessment is very important because 1) increases learning motivation: When students feel understood and acknowledged for their diverse potential, their learning motivation increases. 2) Student-friendly assessments can help create a positive and inclusive learning environment, will also help create a safe learning environment because student-friendly assessments help create a safe learning environment, where students feel comfortable participating, sharing opinions, and asking questions without fear judged. 3) Improving Teaching Effectiveness: Through student-friendly assessments, teachers can identify students' strengths and weaknesses more comprehensively. Thus, teachers can adapt teaching methods to suit individual needs. 4) Flexibility in Implementation, it is important to provide a variety of ways for students to demonstrate their understanding. It is carried out by taking into account a variety of written and unwritten formative assessments, such as unwritten assessments in the form of class discussions, plays, project products, presentations, and oral tests, while written tests include reflections, journals, essays, posters, and written tests. The purpose of this research is to describe the latticework of student-friendly assessment models of learning Sundanese learning assessment models in learning Sundanese, as well as guidelines for formative assessment models in student-friendly learning of the Sundanese language that can provide information for schools, both in terms of content, coverage, format and time of delivery as well as optimal benefits for learning Sundanese language and literature at junior high school level in West Java. The method used in this research is a development model using the Research and Development research genre which aims to produce a product in the form of a student-friendly assessment model of learning Sundanese and an assessment guide for learning Sundanese language and literature at junior high school levels in West Java. The expected results of this study are the adjusted student-friendly Sundanese learning assessment grids based on the Sundanese language learning assessment model in junior high school, student-friendly assessment models in Sundanese language learning that have been developed and tested, as well as guidelines for formative assessment models in learning Sundanese at junior high school level in Jawa Barat.
Dispercentiation-Based Diagnostic Assessment Model in Sundanese Language Learning for Junior High School Students in West Java Kuswari, Usep; Ruhaliah; Haris Santosa Nugraha; Darajat, Danan
International Journal of Language and Culture Vol. 2 No. 2 (2024): International Journal of Language and Culture
Publisher : CV. Goresan Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63762/ijolac.v2i2.14

Abstract

This research is based on the fact that the diagnostic assessment model in Sundanese language learning has not yet been touched upon because the Merdeka Curriculum will only be implemented in 2022. This research aims to describe the grid of the Sundanese language diagnostic assessment model, the diagnostic assessment model in Sundanese language learning, and guidelines for assessment models. Diagnostics in Sundanese language learning are based on the Independent Curriculum, which can provide information for schools regarding content, coverage, format, delivery time, and optimal benefits for learning Sundanese language and literature at the junior high school level in West Java. The method used in this research is a development model using the Research and Development type of research, which aims to produce a product in the form of a diagnostic assessment model in Sundanese language learning because of the Merdeka Curriculum and a diagnostic assessment model guide in Sundanese language learning because of the Merdeka Curriculum at junior high school level in West Java. The research results expected from this research are a grid of diagnostic assessment models in Sundanese language learning because the Merdeka Curriculum has been adapted based on diagnostic assessment models in Sundanese language learning in junior high schools, diagnostic assessment models in Sundanese language learning that have been developed and tested, as well as guidelines for diagnostic assessment models in learning Sundanese at junior high school level in West Java. The output of this research is papers submitted at international meetings, articles published in local journals, and IPR drafts in the form of copyrights.
Analisis Kebutuhan Pengembangan Komik Digital sebagai Media Pembelajaran Dongeng Mursalin, Kanda Alan; Haerudin, Dingding; Nugraha, Haris Santosa
Edukasiana: Jurnal Inovasi Pendidikan Vol. 4 No. 3 (2025)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/ejip.v4i3.1311

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pemahaman siswa terhadap dongeng dalam pembelajaran Bahasa Sunda di tingkat SMP, meskipun minat mereka cukup tinggi. Kesulitan ini dipengaruhi oleh penggunaan bahasa yang kurang familiar, terbatasnya fasilitas, dan media pembelajaran yang kurang menarik. Media konvensional belum mampu menjawab kebutuhan generasi digital yang membutuhkan pendekatan lebih visual dan kontekstual.. Penelitian ini menggunakan pendekatan deskriptif kualitatif dengan teknik pengumpulan data melalui kuesioner dan wawancara. Subjek penelitian melibatkan 140 siswa dan 5 guru dari tiga zona wilayah di Kabupaten Bandung, yaitu wilayah pinggir, tengah, dan pusat kabupaten. Hasil penelitian menunjukkan bahwa sebagian besar guru masih menggunakan metode konvensional seperti ceramah dan membaca bersama dalam pembelajaran dongeng, sementara siswa mengalami kesulitan memahami isi dongeng dan bahasa Sunda yang digunakan. Sebanyak 100% guru dan 93,6% siswa menunjukkan ketertarikan pada media komik digital yang dapat diakses melalui perangkat digital karena dinilai menarik, mudah dipahami, dan meningkatkan keterlibatan belajar. Hambatan utama dalam implementasi media digital adalah keterbatasan fasilitas dan akses internet. Penelitian ini menyimpulkan bahwa pengembangan media komik digital sangat diperlukan untuk mendukung pembelajaran dongeng Bahasa Sunda yang lebih kontekstual dan menyenangkan. Temuan ini mengindikasikan perlunya pendekatan sistemik dan berkelanjutan untuk meningkatkan kualitas pembelajaran Bahasa Sunda melalui integrasi media digital.