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Journal : Neologia: Jurnal Bahasa dan Sastra Indonesia

PERJUANGAN TOKOH PEREMPUAN DALAM NOVEL AKU LUPA BAHWA AKU PEREMPUAN KARYA IHSAN ABDUL QUDDUS KAJIAN FEMINISME EKSISTENSIALIS Natalia, Ade Lara; Rapi, Muhammad; Saguni, Suarni Syam
Neologia: Jurnal Bahasa dan Sastra Indonesia Vol 5, No 2 (2024): Agustus
Publisher : Fakultas Bahasa dan Sastra Indoensia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/neologia.v5i2.61002

Abstract

This research aims to describe the struggle of the female character in the novel Aku Lupa Bahwa Aku Perempuan by Ihsan Abdul Quddus which is studied using existentialist feminist theory. This research uses descriptive qualitative research. The data source in this research is the novel entitled Aku Lupa Bahwa Aku Perempuan by Ihsan Abdul Quddus which was published by Alvabet in 2012 in Jakarta. The results of this research show that the female character Suad struggles to develop her career and demonstrate her existence. There are two strategies that women can use to achieve existence, including working women and intellectual women. Women can work, the female character Suad is serious about obtaining her rights in pursuing a career and success in terms of work and building relationships with many people to support the career she wants to achieve, and has a full sense of responsibility as a career woman. An intellectual woman, a Suad female figure who is successful, educated, a female leader and a Doctor
IMPLEMENTASI MEDIA INTERAKTIF PERMAINAN ULAR TANGGA DIGITAL DALAM PEMBELAJARAN TEKS ARTIKEL ILMIAH POPULER BAHASA INDONESIA KELAS VIII SMPN 6 CIMAHI Nurfaturqi, M Ibnu; Natalia, Ade Lara; Utami, Atika Wiwi; Permana, Indra
Neologia: Jurnal Bahasa dan Sastra Indonesia Vol 6, No 2 (2025): August
Publisher : Fakultas Bahasa dan Sastra Indoensia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/neologia.v6i2.74259

Abstract

This research aims to implement interactive media of digital snakes and ladders games in learning popular scientific article texts and assess its impact on student engagement and understanding. The background of this study is based on the low activity and motivation of students in participating in Indonesian language learning, especially in the material of popular scientific article texts which demand critical thinking skills and active communication. The research method used is qualitative descriptive with the subjects being students of class VIII E and VIII G at SMP Negeri 6 Cimahi. Data collection techniques were conducted through observation and questionnaires. The results showed that the use of digital snakes and ladders learning media significantly increased students' enthusiasm, learning spirit, and understanding of the material. Both classes showed positive responses to the learning media used, with good average scores in terms of enthusiasm, cooperation, understanding of the material, and a positive attitude. Although there are minor differences between the two classes in some aspects, in general, this media has proven effective in creating an interactive and meaningful learning atmosphere. Thus, digital snake and ladder game media can be an innovative alternative in Indonesian language learning that supports the development of 21st-century competencies.