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Dimensi Reward dan Punishment dalam Pendidikan: Perspesktif Hierarki Kebutuhan Maslow Fatimah, Khusnul; Putra, Valdi Giffari Rahmayati; Viono, Tono; Busri, Hasan
AS-SABIQUN Vol 6 No 4 (2024): JULI
Publisher : Pendidikan Islam Anak Usia Dini STIT Palapa Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36088/assabiqun.v6i4.5075

Abstract

This research explores the impact of rewards and punishments in the educational context, focusing on meeting students' needs based on Abraham Maslow's hierarchy. The aim of this study is to understand how physiological, safety, social, esteem, and self-actualization needs are addressed through the provision of rewards and punishments. This research employs a descriptive qualitative method with a case study approach. The data comprises case book documents on regulations and FGI (Forum Group Interview). Data collection techniques involve document studies conducted to obtain an overview of rewards and punishments and their causative factors. Data analysis techniques use Miles and Huberman's interactive model. The findings of this research indicate that students are motivated in learning through the presence of rewards and punishments. The provision of rewards and punishments is based on students' needs according to Abraham Maslow's basic hierarchy of needs, which is divided into several levels including physiological needs, safety needs, love and belonging needs, esteem needs, and self-actualization needs. Maslow's basic needs are appropriately addressed in the provision of rewards. However, some of these needs are not well met in the findings on punishments. Being wise in giving rewards and punishments becomes a way to ensure that the reinforcement objectives are on target and motivate students.
Language Dromology: A New Abbreviation Phenomenon in Twitter Messages Viono, Tono; Yanti AD, Zully Hijah; Busri, Hasan; The, Hery Yanto
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 9 No. 2 (2023): October
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v9i2.25660

Abstract

In this era, technological developments increasingly show complex influences on cultural discourse due to the tremendous speed of information production. Language as a product of culture is essential as a reflective tool for every social practice. Using abbreviations on social media, Twitter shows a tendency for language acceleration. This study aims to explore some of the emergences of abbreviation forms and patterns on Twitter social media, then explore the function of meaning generated through a dromological perspective. The research method used is descriptive qualitative. Data was collected through note-taking techniques in Twitter messages from 1 – 14 March 2023 in the Malang City region. The findings of abbreviations in social media Twitter consist of 28 alphabetisms, 17 acronyms, and 18 clippings. Through a dromological perspective, it was found that the communication model through abbreviation experiences hyper-reality, shallow meaning, banality, wear and tear, and identity fragmentation. The number of uses of abbreviated words on social media cannot be a benchmark as a new lexeme in KBBI, and it is recommended that a comprehensive critical verification will become a counter-model to this kind of speed logic.
Strengthening religious moderation awareness among post-conflict students’ through interactive Indonesian language learning Tabrani, Akhmad; Viono, Tono
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 10 No. 2 (2024): October
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v10i2.33462

Abstract

Information and communication technology plays an important role in realizing a society towards sustainable knowledge, but it can also trigger radicalization in socio-cultural life. One of the interventions to learning is done by instilling the value of religious moderation. This research aims to develop interactive gamification multimedia that integrates the concept of religious moderation that will be implemented in learning discussion texts in Indonesian language subjects. The research method was adapted from the Borg and Gall development research model, which consists of four stages, namely 1.) pre-field test to get validation from experts and fellow practitioners, 2.) main product revision, 3.) main product revision, 3.) main product revision, 3.) main product revision. Main product revision, 3.) field test to add information related to learning outcomes and awareness of religious moderation, and 4.) operational product revision. This research has successfully developed a gamified interactive multimedia product with an average expert validation result of 3 or in the high category. The attitude of religious moderation after being tested has largely shown an understanding and attitude towards moderation. Student learning outcomes in discussion text material increased significantly as evidenced by pre-experiment results of <0.005. However, this development research was only limited to a small scope of Indonesian language subject matter. This research provided a new direction in the development of teaching materials, especially interactive multimedia on language learning field. The interactivity and gamification side of the learning media could be further developed to make the game aspect more challenging, realistic, and related to students' daily lives.
Community-Based Critical Literacy Practices: A Reflective Study of Literacy Implementation in School Viono, Tono; Wijaksono, Jagad; Busri, Hasan
Tarbawi : Jurnal Ilmu Pendidikan Vol. 19 No. 2 (2023): Tarbawi : Jurnal Ilmu Pendidikan
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan Institut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/tarbawi.v19i2.2989

Abstract

This article examines critical literacy practices carried out by the informal education community thoughtfully and potentially so that they can be applied to developing the school literacy movement program. Statistically, 95.66% of Indonesia's population can read, but on the other hand, the reading literacy score in the PISA study is still below average. So far, there have been different perspectives regarding literacy as a reading activity and literacy as an activity to process information. These differences result in different interpretations and attitudes in processing information in a text. Critical literacy relates reading analysis skills to the realities faced by students. This study aimed to find patterns of critical literacy carried out by the Ngampar Boekoe community and Jamaah Maiyah Al Manhal about the inherent development of the school literacy movement program. The research method used is qualitative with an auto-ethnographic approach. The data comes from the researcher's personal experience, observation, in-depth interviews and artefacts. Data analysis uses triangulation with a bottom-up pattern to find critical literacy formulas and can be reflected in the school literacy movement program. The results found are in the form of alternative formulations which consist of critical material that can develop students' critical power, dialectical methods filled with a sense of trust, and quality-based evaluation using response journal instruments and written works. The results of this study can be used as policy-making considerations for relevant stakeholders to build the qualifications of a literate society.
Pengembangan e-modul interaktif berbasis gamifikasi pada pembelajaran teks fabel Fatimah, Khusnul; Viono, Tono; Ambarwati, Ari
Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya Vol 6 No 4 (2023)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/diglosia.v6i4.728

Abstract

The change in the learning paradigm demands innovation in learning components. Electronic modules can encapsulate innovation regarding input, learning instruments, and facilities. Based on the needs analysis, fable text is essential because it can instill character. This research aims to develop a gamification-based interactive e-module to provide interactivity experience through games for students. The research method used is the Research and Development (R&D) method, with the development process using the ADDIE model (analyze, design, development, implementation, evaluation). The ADDIE model is systematic, easy, and has an iterative evaluation, so it is appropriate to be applied to develop modules. Media and material experts' results of the validation test stated that the module was categorized as valid. Based on the limited trial, it was found that students' responses to the e-module showed a very good category in terms of ease of use, attractiveness, language use, and media display. The results of the broad trial showed a number less than 0.05, so it can be stated that the Komiknesia e-module was proven effective in improving student learning outcomes.
Prinsip Paritas Partisipasi dalam Midah Simanis Bergigi Emas Analisis Wacana Perspektif Feminisme Kritis Jagad Wijaksono; Viono, Tono
Imajeri: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 6 No. 2 (2024)
Publisher : Universitas Muhammadiyah Prof. Dr. Hamka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/imajeri.v6i2.12749

Abstract

Through the representation of the character Midah, Pramoedya brings the discourse of gender subordination as the main epicenter of the story's conflict. This study aims to look at the relationship of female leaders with social justice based on the principle of participation parity. The approach used is a qualitative interpretation with the discourse analysis method. The findings will be processed with the literature on participation parity in critical feminism theory. The findings show the form of injustice received by Midah's character in the dimensions of misrecognition, misrepresentation, and misrepresentation. Each character shows the strategy for resolution of injustice through action, self-image and the courage to survive.