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Analisis Nilai Religius dan Nilai Moral yang Terdapat dalam Cerita Rakyat Bulusan Sumber dari Kudus Shofyana, Nadia; Pramesti, Erlintang; Setyanto, Beta Arif; Kanzunnudin, Mohammad
LITERATUR : Jurnal Bahasa dan Sastra Vol. 7 No. 1 (2025): LITERATUR: Jurnal Bahasa dan Sastra
Publisher : Program Studi Tadris Bahasa Indonesia Institut Agama Islam Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/literatur.v7i1.6443

Abstract

Penelitian ini mengkaji kandungan nilai-nilai religius dan moral dalam cerita rakyat Bulusan yang berasal dari Dukuh Sumber, Desa Hadipolo, Kecamatan Jekulo, Kabupaten Kudus. Cerita ini merupakan warisan budaya lokal yang terus dilestarikan melalui tradisi masyarakat setempat, seperti ritual tahunan setiap 8 Syawal. Penelitian menggunakan pendekatan deskriptif kualitatif dengan teknik pengumpulan data simak dan catat, berdasarkan referensi utama dari buku Cerita Rakyat Pesisir Timur serta literatur pendukung lainnya. Hasil kajian menunjukkan bahwa cerita Bulusan memuat sejumlah nilai religius seperti ketaatan, keikhlasan, dan keyakinan terhadap kehendak Tuhan, serta nilai moral seperti kerja sama, rasa tanggung jawab, dan kesetiaan terhadap guru. Nilai-nilai tersebut mencerminkan kekayaan budaya lokal yang penting untuk ditanamkan dalam pendidikan karakter.
Analysis of the Needs of Interactive Media "CASINO" Based on Think Pair Share for Indonesian Language Learning in Elementary Schools Shofyana, Nadia; Lailatus Sa'diyah, Minkha; Fitri Sabrina, Raida; Setiawaty, Rani
Alifbata : Jurnal Pendidikan Dasar Vol 6 No 1 (2026): Alifbata
Publisher : STAI Darul Kamal Darul Kamal NW Kembang Kerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51700/alifbata.v6i1.1574

Abstract

This study aims to analyze the need for interactive media "CASINO" based on Think Pair Share in Indonesian language learning at SD IT Al-Akhyar, especially on synonym material. Data were collected through interviews with fifth grade teachers and questionnaires filled out by 24 students. The results of the study indicate that there is no learning media used, teachers only use conventional teaching materials in the form of worksheets and textbooks so that learning is less interesting. As well as the lack of student understanding in Indonesian language learning, especially on synonym material. Strengthened by the questionnaire data where 41.7% of students do not like Indonesian language learning, because the method is monotonous and too much narrative text. From the material aspect, 87.5% of students understand the concept of antonyms, but only 58.3% understand the concept of synonyms. Teachers stated that they had never used interactive media (such as Interactive PPT) and considered that the TPS model and visual media were very necessary to create more collaborative, effective, and efficient learning in time management. In conclusion, the development of the interactive "CASINO" media based on Think Pair Share is highly relevant and necessary to increase students' interest and understanding of vocabulary concepts at the elementary school level. Keywords: needs analysis, Indonesian, interactive media, casino, think pair share.