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Analisis Citraan dalam Kumpulan Puisi “Bramantya” Karya Mahasiswa Semester II Program Studi Pendidikan Bahasa dan Sastra Indonesia Universitas Rokania Zuhri, Muhammad Ali; Arianti, Rita; Ningsih, Asih Ria; Zahra, Rani
Jurnal Pendidikan Tambusai Vol. 9 No. 2 (2025): Agustus
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i2.31302

Abstract

Latar belakang penelitian ini adalah untuk mengetahui citraan yang terdapat dalam kumpulan puisi "Bramantya" karya Rita Arianti, dkk. 2024, sehingga peneliti ingin menyampaikan secara tertulis pesan/perasaan apa yang ingin disampaikan pengarang dalam setiap bait puisinya. Tujuan penelitian ini adalah untuk mendeskripsikan citraan yang terdapat dalam kumpulan puisi "Bramantya" karya Mahasiswa Semester II Program Studi PBSI, Universitas Rokania. Jenis penelitian ini adalah penelitian kualitatif dengan metode deskriptif. Hasil penelitian peneliti menemukan 5 citraan yang terdapat dalam 6 puisi yaitu citraan penglihatan yang paling banyak digunakan yaitu 20, kemudian yang kedua adalah citraan perasaan sebanyak 13, yang ketiga adalah citraan gerak sebanyak 11, yang keempat adalah citraan pendengaran sebanyak 5 dan yang terakhir adalah citraan penciuman sebanyak 1. Berdasarkan data di atas citraan yang paling dominan adalah citraan penglihatan yaitu 20, karena tema yang diangkat dalam puisi cenderung berupa harapan dalam doa, adanya rasa putus asa, perasaan rindu, cinta dan kasih sayang yang kuat. Penyair mengungkapkan semua gagasan, pikiran dan perasaan tersebut melalui kata-kata yang tidak diungkapkan secara gamblang yang memiliki makna konotatif, sedangkan citraan yang paling sedikit ditemukan adalah citraan penciuman, tema yang diangkat adalah perasaan cinta yang harum dan mekar harum yang melambangkan perasaan hati yang sangat gembira yang menebar harum. Dapat disimpulkan bahwa puisi "Bramantya", yang ditulis oleh mahasiswa semester dua Program Studi Pendidikan Bahasa dan Sastra Indonesia, dibimbing, diarahkan, dan digubah oleh Rita Arianti, Asih Ria Ningsih, Nuratika, dan kawan-kawan pada tahun 2024, merupakan aliran impresionis. Aliran ini menggambarkan kesan sesaat dari sesuatu yang diamati oleh penyair. Impresionisme menggambarkan sesuatu seperti sketsa, tanpa ada yang digambarkan secara jelas.
Perilaku Buruk Siswa yang Dihadapi Guru SMA dalam Manajemen Kelas Zahra, Rani; Arisman, Arisman; Fitri, Anisa; Rejeki, Rejeki; Muslim, Muslim
JURNAL PENDIDIKAN ROKANIA Vol 9 No 1 (2024): Jurnal Pendidikan Rokania
Publisher : STKIP ROKANIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37728/jpr.v9i1.1037

Abstract

The research aims to find out the most frequently occurring things and bad student behavior faced by Indonesian language teachers in elementary schools and private schools according to the perceptions of class teachers working in the 20017-2021 academic year. Data was collected using a questionnaire developed by researchers based on an open and open approach. closed. question. The questionnaire was applied to 30 teachers in both types of schools. The most common bad behavior is chatting and joking with other people. Meanwhile, the most troublesome bad behavior is not respecting teachers. As a result, teachers must learn appropriate behaviors that will most likely maximize available instructional time while minimizing time and energy wasted due to student disobedience. In addition, these teachers are interested in learning the reasons for students' bad behavior.
PEMBELAJARAN BERBASIS GAME: PELATIHAN MEMBUAT MEDIA PEMBELAJARAN MENARIK DENGAN TEKNOLOGI Haryanto, Sri; Zahra, Rani; Merakati, Indah; Hanafiah, Hanafiah; Haryati, Haryati; Thasimmim, Said Nuwrun; Arifianto, Teguh
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Volume 5 No 1 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i1.24930

Abstract

Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan keterampilan pendidik dalam menciptakan media pembelajaran yang menarik dengan memanfaatkan teknologi, khususnya melalui pendekatan pembelajaran berbasis game. Dengan mengadopsi metode pelatihan daring melalui aplikasi Zoom, kami melibatkan 41 peserta dari berbagai kalangan pendidik. Permasalahan utama yang diatasi adalah rendahnya keterampilan dalam literasi digital dan kurangnya penerapan pembelajaran berbasis game di sekolah. Materi pelatihan melibatkan prinsip-prinsip desain pembelajaran berbasis game, penggunaan teknologi, dan penerapan kreativitas dalam pembelajaran. Peserta terlibat dalam pembuatan media pembelajaran interaktif dan memahami konsep penting literasi digital. Hasil pelatihan menunjukkan peningkatan keterampilan desain pembelajaran dan tingkat kepercayaan diri peserta dalam mengintegrasikan teknologi ke dalam pengajaran. Kesimpulan dari kegiatan ini menunjukkan bahwa pendekatan pembelajaran berbasis game dengan teknologi dapat meningkatkan kualitas pembelajaran. Saran untuk kegiatan berikutnya mencakup pendekatan personalisasi dalam pelatihan dan perluasan penelitian terkait dampak jangka panjang. Terima kasih kepada semua pihak yang telah mendukung kegiatan ini, terutama para donatur yang telah memberikan dukungan finansial.
Implementation of Basic Volleyball Techniques Based on Traditional Games through Game-Based Learning at SDN 001 Rambah Arisman, Arisman; Zahra, Rani; Savendri, Andri; Ilham, Nabil
JUMORA: Jurnal Moderasi Olahraga Vol 5 No 2 (2025): Jurnal Moderasi Olahraga (In Progress)
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/mor.v5i2.1692

Abstract

This study aims to explore the application of basic volleyball techniques based on traditional games through the Game Based Learning method at SDN 001 Rambah, and to see its effect on student participation and skill mastery. This kind of study is called Classroom Action Research (CAR). The participants were students of grade V of SDN 001 Rambah totaling 29 people divided into 12 male students and 17 female students. The urgency of this research is to develop more engaging and culturally relevant learning models in physical education, especially for improving students’ fundamental volleyball skills. The study involved 30 fifth-grade students aged 10–11 years. Data were collected through observation sheets, performance tests, questionnaires, interviews, and field notes, and analyzed using descriptive statistics and thematic analysis. The learning outcomes of students in the application of basic volleyball techniques based on traditional games through GBL at SDN 001 Rambah in cycle I were 41.38% and cycle II was 89.66%. Based on the percentage data, it shows that there is an increase in student learning outcomes in each cycle. The percentage increase from cycle I to cycle II is 48.28%. Students also showed increased motivation, cooperation, and enjoyment during the learning process. It concludes that incorporating traditional games into GBL effectively enhances students’ technical and affective learning outcomes in volleyball while promoting cultural values. Future research is recommended to expand this approach to other sports and educational contexts to further explore its impact on physical literacy and student engagement.
Vocabulary Growth Through Immersive App-Based Learning: A Study of Duolingo and Quizlet Amanda, Vivi; Darmayanti, Yesi; Zahra, Rani; Arrohman, Arrohman; Lubis, Tina Angriani
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Vocabulary mastery is a fundamental component of English proficiency, yet many EFL learners continue to struggle with vocabulary retention and contextual use despite traditional instruction. The integration of mobile-assisted learning applications offers new opportunities to enhance engagement and autonomy; however, a gap remains between theoretical expectations of mobile learning effectiveness and its actual implementation in classroom contexts. Therefore, it aims to explore how immersive app-based learning through Duolingo and Quizlet supports vocabulary growth among higher education students. Employing a qualitative descriptive design, the study involved first semester students of English Study Program. Data were collected through semi-structured interviews and document analysis. The data analyzed using thematic analysis supported by triangulation for validity. The findings revealed four dominant themes: (1) students’ learning profile using Duolingo and Quizlet (2) improved vocabulary retention and contextual application facilitated by spaced repetition and retrieval practice; (3) heightened motivation and engagement through gamified features; (4) development of self-regulated learning behaviors such as goal-setting and progress monitoring; and (5) the crucial role of lecturer mediation and contextual factors in enhancing app effectiveness. The study concludes that immersive app-based learning significantly enhances vocabulary acquisition when technological features are supported by motivational design, learner autonomy, and instructional integration. These results bridge the gap between mobile-assisted language learning theory and classroom practice, offering both theoretical contributions to the understanding of Mobile-Assisted Language Learning (MALL) and pedagogical implications for integrating digital tools into EFL instruction. Duolingo and Quizlet, when appropriately guided, can transform vocabulary learning into an engaging, autonomous, and sustainable process for EFL learners.