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Narrative and Ideology in the Novel Dream of the Red Chamber: A Critical Analysis Andi Widiono
International Journal of Chinese Interdisciplinary Studies Vol. 3 No. 2 (2026): IJCIS
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/ijcis.v3i2.52521

Abstract

This study aims to examine the narrative and ideology contained in the classic Chinese novel Dream of the Red Chamber by Cao Xueqin through a critical analysis approach. This novel is a monumental literary work that not only presents the story of the life of an aristocratic family, but also reflects the social structure, cultural values, and ideology that developed during the Qing Dynasty. The research method used is descriptive qualitative with text analysis techniques. Data in the form of narrative excerpts containing ideological elements in the novel are analyzed using a literary criticism approach that focuses on the relationship between text, power, and social structure. The results show that the narrative in Dream of the Red Chamber contains various ideologies, such as feudalism, patriarchy, and Confucian values ​​​​that dominate the lives of the characters. In addition, there is an implicit criticism of the rigid social system through the depiction of internal conflict, gender inequality, and the decline of aristocratic families. The narrative constructed not only functions as a storytelling medium, but also as a means to represent and simultaneously question the ideology that prevailed in Chinese society at that time. Thus, this study confirms that Dream of the Red Chamber is a literary work rich in ideological content and critical of social reality. This study is expected to contribute to the development of literary studies, particularly in understanding the relationship between narrative and ideology in classical Chinese literature.
IMPLEMENTASI MODEL GAME-BASED LEARNING DALAM PEMBELAJARAN IPA UNTUK MENINGKATKAN KEAKTIFAN SISWA SD Muhammad Alfarisi; Andi Widiono; Andriyansah
JURNAL FIRNAS Vol. 6 No. 1 (2025): Volume 6
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jurnal firnas.v6i1.8685

Abstract

Abstract: This study aims to implement the Game-Based Learning model in improving student activity and learning outcomes in science learning in grade IV of SD N 1 Sidomulyo. Using the classroom action research (CAR) method with two cycles, this study applies the educational game "Light Explorer" for the material on the properties of light in cycle I and "Force and Motion Quest" for the material on force and motion in cycle II. Data were collected through observation, tests, interviews, and student response questionnaires. The results showed a significant increase in student activity from 26.67% (initial condition) to 66.67% (cycle I) and 86.67% (cycle II). Learning outcomes also increased with an average value from 63.60 (initial condition) to 73.87 (cycle I) and 82.53 (cycle II), and classical completeness reached 86.67% in cycle II. The students’ responses were very positive with 93.33% of students showing enthusiasm towards game based learning in cycle II. Supporting factors for successful implementation include game design that suits students’ characteristics, effective collaboration between researchers and teachers, and students’ enthusiasm. Meanwhile, inhibiting factors include time constraints, students’ diverse adaptability, technology limitations, and individual assessment difficulties. This study concludes that Game-Based Learning is an effective model to improve the activeness and science learning outcomes of elementary school students.
Tingkat dan Determinan E-Participation Warga Negara dalam Pengawasan Kebijakan Publik Digital: Studi Empiris pada Kota Metro, Indonesia Titin Sarwendah; Darmanto Saputro; Andi Widiono
SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan Vol. 3 No. 3 (2026): July-September | SAKALIMA: Pilar Pemberdayaan Masyarakat Pendidikan
Publisher : WISE Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70211/sakalima.v3i3.694

Abstract

The digital transformation of government has opened new spaces for citizens to participate in public policy oversight, no longer limited to conventional face-to-face mechanisms. This study analyzes the patterns, levels, and determinants of citizens' digital participation in public policy oversight, with a research locus in Metro City, Lampung Province, a city whose Electronic-Based Government System (SPBE) index has consistently improved from a "fair" category in 2021 to "very good" in 2024. A descriptive quantitative approach supported by documentary study was applied to 210 purposively selected respondents from five sub-districts. Findings show that 46% of respondents remain at the e-information stage, 31% have reached the e-consultation stage through complaint channels such as SP4N-LAPOR! and local government social media, only 9% are genuinely engaged at the e-decision-making stage, and 14% have not participated digitally at all. Digital literacy, the availability and integration of participation channels, and citizens' trust in government responsiveness are identified as the main determinants of effective digital participation. These results indicate that infrastructure development alone  as reflected by the rising SPBE index is not sufficient to move citizens beyond passive information access toward substantive involvement in decision-making. This implies that local governments must pair technical infrastructure investment with non-technical interventions: digital literacy education for vulnerable groups, cross-agency integration of complaint channels, and transparent follow-up mechanisms. Practically, these findings can guide Metro City and similarly SPBE-advanced local governments in Indonesia in redesigning digital participation strategies so that gains in e-government infrastructure translate into genuine citizen engagement in public policy oversight.