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Faulty parallel structure in students’ argumentative writing Asti Ayuningsih; Sri Widyarti Ali; Fahria Malabar
TRANS-KATA: Journal of Language, Literature, Culture and Education Vol. 1 No. 1 (2020): TRANS-KATA: Journal of Language, Literature, Culture, and Education
Publisher : TRANSBAHASA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/jllce.v1i1.16

Abstract

In writing, to produce well-structured and understandable sentences, students must have knowledge of one aspect of grammar, namely parallelism. However, in fact, many students do not understand the concept of parallelism so that they fail to apply it in writing. This study examines the common types of faulty parallel structure in students‟ argumentative writing and investigates the factors which cause the fault. This is a qualitative study that collects the primary data from students‟ argumentative writing in particular topics which demand them to present their arguments and to provide their position, reasons and evidence in their writing, and the secondary data from the interview. As a result, this study discovers that students commit the faults in different types of parallelism, and mostly take place in parallel structure with elements joined by conjunction, both coordinating and correlative conjunction. The result of the interview section shows that students make the faulty parallelism due to lack of knowledge, lack of attention, and lack of vocabulary. Thus, in order to reduce the faulty parallel structure, the specific materials about parallelism should be added in writing or grammar‟s lesson plan.
Menjembatani Desain Fisik dan Pengalaman Pengunjung: Evaluasi Berbasis Contextual Model of Learning di Museum Daerah Nusa Tenggara Timur Novita Restiati Ina Wea; I Gusti Agung Pradnyadari; Asti Ayuningsih
Progress In Social Development Vol. 7 No. 2 (2026): July 2026
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/psd.v7i2.212

Abstract

Pergeseran paradigma museum menuntut transformasi fasilitas pasif menjadi destinasi edutourism interaktif yang berpusat pada pengunjung. Penelitian ini bertujuan mengevaluasi integrasi desain edukasi dan pengalaman wisata on-site di Museum Daerah Nusa Tenggara Timur (NTT). Meskipun penting, evaluasi empiris yang mengintegrasikan desain fisik dan pengalaman belajar pengunjung pada konteks museum daerah berbasis potensi lokal masih terbatas. Penelitian ini menggunakan pendekatan deskriptif kualitatif-induktif yang mengombinasikan analisis elemen fisik, dimensi pengalaman wisatawan, serta disintesis melalui The Contextual Model of Learning, dengan data yang diperoleh dari tiga orang informan serta observasi lapangan yang dilaksanakan pada bulan November Tahun 2025. Hasil penelitian menunjukkan tiga kondisi evaluatif utama yaitu: (1) Capaian Optimal pada edukasi luar ruang dan pameran makro karena pelibatan sensorik-motorik; (2) Adaptif Terbatas pada klaster mikro dan etnografi yang menyiasati keterbatasan fisik melalui pemanduan peer-to-peer (human-mediated affordance); serta (3) Celah Fungsional akibat partisipasi media sosial yang sebatas Active Co-Promoter dan alur sirkulasi yang terputus di titik akhir tanpa fasilitas pemulihan fisiologis. Transformasi Museum Daerah NTT memerlukan penyediaan Permanent Hands-On Corner di Zona Etnografi, elevasi peran wisatawan menjadi Digital Co-Curator, serta redesain akhir rute melalui Museum Café-Hub guna memperpanjang dwelling time. Penelitian ini berkontribusi menyediakan kerangka evaluasi holistik berbasis Contextual Model of Learning dalam mengoptimalkan pengalaman edutourism di Museum Daerah Nusa Tenggara Timur.
REVITALIZING HISTORICAL TOURISM DESTINATION THROUGH GAMIFICATION AND STORYTELLING: A CASE STUDY OF THE WARUNGBOTO SITE IN YOGYAKARTA Bonifasia Yuniar Rifani; Asti Ayuningsih
Kepariwisataan: Jurnal Ilmiah Vol 19, No 1 (2025): Kepariwisataan: Jurnal Ilmiah
Publisher : Sekolah Tinggi Pariwisata Ambarrukmo Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47256/kji.v19i1.690

Abstract

AbstractThis study examines the potential development of gamification and storytelling in revitalizing historical tourism destinations at the Warungboto Site, Yogyakarta. The research aims to develop a concept for historical site development by integrating digital technology and gaming elements to enhance tourist experiences. Through analyzing the site's strengths in natural, historical, and spiritual aspects, the "Rediscover The Lost Garden" concept was developed to facilitate site exploration and interpretation through interactive games and puzzles. The research employed a qualitative approach with case study design, involving data collection through historical literature review, field observations, and in-depth interviews with 12 key informants. The findings identified three main site strengths that can be optimized through gamification: (1) natural elements comprising springs and historical gardens, (2) historical value from the era of Sultan Hamengku Buwono II, and (3) spiritual aspects reflected in the building's architecture and functions. The gamification implementation is designed across four exploration zones with progressive difficulty levels, utilizing augmented reality technology to digitally reconstruct site conditions. A reward system based on points and virtual badges is implemented to encourage comprehensive exploration. This research contributes to the development of a gamification model for historical tourism destinations that integrates digital technology while preserving heritage values.Keywords: Gamification; Heritage Tourism; Augmented Reality in Tourism; Digital Story Telling; Situs WarungbotoAbstrakPenelitian ini mengkaji potensi pengembangan gamifikasi dan storytelling dalam merevitalisasi destinasi wisata sejarah di Situs Warungboto, Yogyakarta. Studi ini bertujuan untuk mengembangkan konsep pengembangan situs sejarah dengan mengintegrasikan teknologi digital dan permainan untuk meningkatkan pengalaman wisatawan. Melalui analisis kekuatan situs dalam aspek alam, sejarah, dan spiritualitas, konsep "Rediscover The Lost Garden" dikembangkan untuk memfasilitasi eksplorasi dan interpretasi situs melalui permainan dan teka-teki interaktif. Penelitian menggunakan pendekatan kualitatif dengan studi kasus, melibatkan pengumpulan data melalui tinjauan literatur sejarah, observasi lapangan, dan wawancara mendalam dengan 12 informan kunci. Hasil penelitian mengidentifikasi tiga kekuatan utama situs yang dapat dioptimalkan melalui gamifikasi: (1) elemen alam berupa mata air dan taman bersejarah, (2) nilai sejarah dari era Sultan Hamengku Buwono II, dan (3) aspek spiritualitas yang tercermin dalam arsitektur dan fungsi bangunan. Implementasi gamifikasi dirancang dalam empat zona eksplorasi dengan tingkat kesulitan bertahap, menggunakan teknologi augmented reality untuk merekonstruksi kondisi situs secara digital. Sistem penghargaan berbasis poin dan lencana virtual diterapkan untuk mendorong eksplorasi menyeluruh. Penelitian ini berkontribusi pada pengembangan model gamifikasi destinasi wisata sejarah yang mengintegrasikan teknologi digital dengan tetap mempertahankan nilai-nilai sejarah.Kata Kunci: Gamifikasi; Wisata Sejarah; Augmented Reality dalam Pariwisata; Digital Storytelling; Situs Warungboto