Kadek Kristin Karina Dewi
Universitas Pendidikan Ganesha

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Chosen Language by Indonesians People in Their Daily Life: Case Study of 'Gaul' Language & Malay Language Kadek Kristin Karina Dewi
Jurnal Penelitian Mahasiswa Indonesia Vol. 3 No. 2 (2023): Agustus
Publisher : STKIP AGAMA HINDU SINGARAJA

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Abstract

Formal language is not always used in everyday conversation in Indonesia. Many younger generations feel that formal language does not suit their lifestyle and how they want to talk among friends. The phenomenon of these alternate languages of Indonesian, known as the Bahasa Gaul language, reminded us of how the formal Indonesian language is influenced by many Austronesian Languages such as Malay. This article aims to explore the phenomenon of sociolinguistic change that happens to Indonesians and the language they use daily. The case study of the Gaul Language and Malay Language is used to gauge how much these two languages have created or affected the usage of the Formal Indonesian Language itself. The method used in this article is a phenomenal qualitative research method and instrumental case study. The result of a case study about how the Indonesian language emerged from the uses of the Malay Language in the Indonesian Archipelago and the rise of Bahasa Gaul in young Indonesian societies, can be seen as the fulfillment of an alternative way of saying things that would not be seen as 'Kaku' or rigid in daily communication and conversation among Indonesian people.
The development of website games as learning media for 4th-grade elementary students Kadek Kristin Karina Dewi; Luh Gd. Rahayu Budiarta; Putu Kerti Nitiasih
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 10 No. 3 (2023)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v10i32023p259

Abstract

Abstrak: Penelitian ini bertujuan untuk mengembangkan game website sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar pada semester dua. Metode penelitian yang digunakan dalam penelitian ini adalah desain dan pengembangan (D&D) oleh Richey & Klein (2007) dengan model ADDIE (analisis, desain, pengembangan, implementasi, dan evaluasi). Terdapat beberapa instrumen penelitian yang digunakan dalam proses pengambilan data, yang bernama panduan wawancara kepada guru bahasa Inggris, lembar observasi untuk mengobservasi proses pembelajaran di kelas, analisis dokumen dalam bentuk modul pembelajaran dan alur tujuan pembelajaran, lembar penilaian ahli untuk ahli pendidikan, dan lembar kuesioner pengguna untuk guru dan lima siswa sekolah dasar kelas 4. Hasil penelitian ini adalah prototype game website. Hasil dari analisis data menunjukkan bahwa prototype game website dikualifikasi sebagai media yang sangat valid. Oleh karena itu, game website ini layak untuk digunakan sebagai media pembelajaran untuk siswa kelas 4 sekolah dasar. Abstract: This study aims to develop a website game as learning media for 4th-grade elementary students in the second semester. The subjects of this study were 4th-grade elementary students and an English teacher. The research method used is design and development (D&D) by Richey & Klein (2007) using ADDIE (analysis, design, development, implementation, and evaluation) mode. Several research instruments were used in the data collection process, namely interview guides for English teachers, observation sheets to observe the learning process in the classroom, documents analysis in the form of teaching modules and objective learning flow, expert judgment sheet for the educational experts, user questionnaire sheet for the teacher and five 4th-grade elementary students. The outcome of this research is a website game prototype. The results of the data analysis show that the website game prototype qualified as a very valid product. Therefore, this website game is feasible to use as a learning media for 4th-grade elementary students.