Dedi Setyawan
Department Of Indonesian Language And Literature Education, Dr Soetomo University Surabaya, East Java, Indonesia

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Exploring the Mindset of Wonosari Village Citizens in the Mantra of the Grebeg Memetri Tradition, Tutur District, Pasuruan District (Ethnosemiotic Study) Ninik Mardiana; Devito Andharu; M Reza Ishadi Fadillah; Dedi Setyawan
Journal Corner of Education, Linguistics, and Literature Vol. 3 No. 3 (2024): February
Publisher : CV. Tripe Konsultan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54012/jcell.v3i3.235

Abstract

In the Pasuruan Regency of East Java Province, specifically in the Tutur Subdistrict, there is a village called Wonosari that holds a unique traditional ceremony to honor God, seek His blessings, and request safety from disasters for the village. The villagers of Wonosari conduct this traditional ceremony, which involves oral literature in the form of mantras. The mantras used in this tradition serve as prayers and are recited during the ritual burial of a cow's head in the center of the market. The mantras are recited by the village elders or traditional shamans during the ceremony. During the execution, the mantras are chanted aloud and listened to by the villagers of Wonosari in a solemn atmosphere.The traditional ritual of burying a cow's head in the village of Wonosari is known as Grebeg Memetri. The term "Grebeg" originates from a royal tradition aimed at distributing agricultural produce as charity to the people. The existence of mantras in the Grebeg Memetri tradition reflects the mindset of the village residents. This mindset is closely related to matters of belief, mythology, and experience. The villagers' mindset can be discerned from the oral traditions recited by the traditional shamans during the Grebeg Memetri ceremony. Investigating the mindset of the residents of Wonosari is intriguing, considering various aspects such as belief, mythology, and experience that accompany it.Given the issues described above, this research aims to examine the mindset of the residents of Wonosari through the oral tradition of Grebeg Memetri. To investigate the mindset of the villagers as manifested in the oral tradition of Grebeg Memetri, a literary approach called ethno-semiotics is required. Ethno-semiotics is an interdisciplinary field that combines ethnography and semiotics. The use of the ethno-semiotic approach is expected to represent the mindset of the residents of Wonosari based on the sign systems found in the oral tradition of Grebeg Memetri.
Analyzing Language Politeness of Maxim of Courage Produced by Students in the Mobile Legends Game Murni, Maria Evriana Priska; Simanjuntak, Nensy Megawati; Dedi Setyawan
Journal of Language and Literature Studies Vol. 4 No. 3 (2024): September
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v4i3.2028

Abstract

Online games, particularly Mobile Legends, have become highly popular among students, especially college students. While engaging and entertaining, this attraction can lead students to neglect important aspects of their behavior, including their language use. This research focuses on the impact of online gaming on language politeness among Unitomo students living in Pumpugan 3, Surabaya. Specifically, the study aimed to examine the influence of frequent online gaming on the level of language politeness among these students, with a qualitative research design conducted in April 2024. The study focused on five Unitomo students, consisting of three female and two male participants, who were active Mobile Legends players. Data collection methods included interviews and observations, providing insights into the students' everyday language use. The results revealed that the environment, particularly time spent playing online games, significantly affected their language politeness. The students often adopted words and phrases from the online gaming environment into their daily conversations, including vulgar language such as "fuck you," "damn," "crazy," "dog," and others, both in English and Indonesian. These findings underscore the importance of self-awareness in maintaining polite language, particularly as the influence of gaming environments can contribute to the erosion of linguistic decency. Developing and practicing polite language habits from a young age is essential to counteract the negative influence of such environments. The research highlights the need for greater awareness and personal responsibility in fostering polite communication in both gaming and everyday contexts.
Permainan Kartu Lambang Bilangan: Upaya Meningkatkan Kemampuan Berhitung Pada Anak Usia Dini Dedi Setyawan; Dzulkifli Dzulkifli; Andini Dwi Arumsari
Nak-Kanak Journal of Child Research Vol. 1 No. 3 (2024)
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/njcr.v1i3.66

Abstract

Early childhood experiences delays in calculating basic numbers. Basic numbers are an important part in supporting early childhood to enter the next level of education. Early childhood is the right time to stimulate various developments and potentials possessed by children. This study aims to analyze the numeracy skills of early childhood through Number Symbol Cards. This study uses an experimental research type. This study was conducted at PAUD Tunas Bangsa located in Kel. Ploso - Kec. Tambaksari, Surabaya. The subjects in this study were 17 students. The subjects at PAUD Tunas Bangsa were 3-5 years old. The analysis test was carried out using pretest and posttest data, and analyzed using a paired sample t-test. The results of the study found that the sig result was 0.000, so there was a difference in the numeracy skills of early childhood before and after being given Number Symbol Cards. Therefore, number symbol cards have an important role in improving the numeracy skills of early childhood. The findings of this study contribute to early childhood education as an alternative in improving the numeracy skills of early childhood by using number cards. So that it can prepare for further education better.
Character Narratives in Indonesian Digital Fiction: A Semi-Digital Stylistics Approach Simanjuntak, Nensy Megawati; Prather, Sarah; Padmasari, Arumtyas Puspitaning; Setyawan, Dedy; Tobing, Victor MTL
Journal of Language and Literature Studies Vol. 4 No. 4 (2024): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v4i4.2299

Abstract

Digital fiction is a collection of art texts in the form of short stories and novels that combine technology, virtual space, media elements, and provide access to readers or netizens to carry out certain activities in it. Narratology of Characterization is the initial foundation in research in the field of literary studies. Narratology is a field of study that explains narratives and narrative structures in a discourse context. Narratology of characterization talks about the position or scheme of characters in the story. The position of the character talks about the role and impact of the role of the character. The character gives birth to characterization. Characterization gives birth to implications. Implications provides birth to messages and perspectives that will be captured by the reader. Narratology research in digital fiction is research that aims to explain the position, role, and function of the character and characterization itself. This study found that in digital fiction, characters are dominated by women. Female characters in digital fiction hold various roles and impacts on the roles they play. Not only that, this study also found that all works included in the digital fiction category are works that are ready to be owned by many people. Digital fiction does not only belong to the author but also to the reader who acts as a ghost writer who has the right to make decisions or provide suggestions and criticisms of the contents of the story. The author is still recognized as the creator of the story and netizens still take their position as figures who assess the work subjectively and objectively, subjective because there are thoughts, ideas, personal points of view in assessing a fiction, objective in providing assessments, input, suggestions, and criticisms for the maturity or goodness of the story.
Peningkatan Perkembangan Kognitif Anak Usia Dini (AUD) Melalui Alat Permainan Edukatif (APE) Papan Berhitung Andini Dwi Arumsari; Dedi Setyawan; Dzulkifli Dzulkifli; Marini Marini
MOTIVA: JURNAL PSIKOLOGI Vol 7, No 2 (2024)
Publisher : LPPM Universitas 17 Agustus 1945 Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31293/mv.v7i2.8314

Abstract

Abstrak: Alat permainan edukatif (APE) diberikan kepada anak usia dini (AUD) untuk membantu anak-anak belajar, salah satunya adalah mengoptimalkan perkembangan kognitifnya melalui pembelajaran berhitung. Alat permainan edukatif (APE) Papan berhitung dirancang secara khusus untuk menarik minat anak dan membantu mereka belajar berhitung dengan cara yang menyenangkan dan mudah dimengerti. Tujuan dalam penelitian ini adalah untuk mengetahui peningkatan perkembangan kognitif anak usia dini (AUD) melalui alat permainan edukatif (APE) Papan berhitung. Subyek dalam penelitian ini adalah siswa TK A di TK Aisyiyah Surabaya. Penelitian ini menggunakan metode penelitian pre eksperimen dengan model one group pretest post-test design. Pre dan post tes dilakukan menggunakan 10 indikator dalam Standar Tingkat Pencapaian Perkembangan Anak usia dini (STPPA) usia 5-6 tahun. Hasil dari penelitian ini adalah ada peningkatan perkembangan kognitif anak usia dini (AUD) melalui alat permainan edukatif (APE) Papan Berhitung dengan skor sig Uji beda dilakukan dengan menggunakan SPSS versi 29, dan mendapatkan hasil nilai signifikansi (Sig) sebesar 0.03.Kata Kunci: Alat Permainan Edukatif, Anak Usia Dini, Perkembangan Kognitif, siswa TK A  Abstract : Educational game tools (APE) are given to early childhood (AUD) to help children learn, one of which is optimizing their cognitive development through learning to count. Educational game tools (APE) Counting boards are specifically designed to attract children's interest and help them learn to count in a fun and easy-to-understand way. The purpose of this study was to determine the increase in cognitive development of early childhood (AUD) through educational game tools (APE) Counting boards. The subjects in this study were students of Kindergarten A at Aisyiyah Kindergarten Surabaya. This research used pre experiment method with one group pre-test post-test design model. Pre and post tests were conducted using 10 indicators in the Early Childhood Development Achievement Level Standards (STPPA) aged 5-6 years. The results of this study are that there is an increase in cognitive development of early childhood (AUD) through educational game tools (APE) Counting boards with a sig score. The difference test was conducted using SPSS 29th version, and obtained a significance value (Sig) of 0.03. Keywords: Educational Game Tools, Early Childhood, Cognitive Development, Kindergarten students