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Kota bengkulu,
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INDONESIA
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Published by Universitas Bengkulu
ISSN : 24608734     EISSN : 24609145     DOI : -
Core Subject : Education,
Arjuna Subject : -
Articles 144 Documents
APRESIASI UNSUR INSTRINSIK TEKS DRAMA MAHKAMAH KARYA ASRUL SANI Shomary, Sudirman; Yuliawan, Tri; Roziah, Roziah; Sudirman, Nurul Aini
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 9 No. 1 (2023): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v9i1.32521

Abstract

Penelitian ini bertujuan untuk memperoleh informasi dan data tentang kemampuan dan pembelajaran siswa di SMA Negeri 2 Dumai. Populasi dan sampel dalam penelitian ini adalah siswa kelas XII MIPA 5 SMA Negeri 2 Dumai berjumlah 36 orang, ditambah dengan 1 orang guru Bahasa Indonesia. Metode yang digunakan adalah metode deskriptif dan pendekatan kuantitatif. Teori yang dipakai adalah teori atau pendapat Suroto (1990), Pratiwi (2014), Mariana (2009), dan Yusana (2013). Teknik yang dipakai adalah teknik tes dan wawancara. Memahami unsur intrinsik drama sebagai bagian sastra merupakan salah satu kompetensi dasar yang harus dipelajari di tingkat SMA Negeri 2 Dumai kelas XII MIPA 5. Melalui pembelajaran ini, siswa diharapkan mampu memahami unsur intrinsik drama dari pementasan drama tersebut. Hasil penelitian yang didapatkan bahwa tes kemampuan siswa dengan nilai rata-rata 91,54% berkategori sangat baik. Sedangkan pembelajarannya berkaitan dengan perencanaan, pelaksanaan dan evaluasi berkategori sangat baik.
Model P-IKADKA sebagai Solusi Mengembangkan Modul Ajar Apresiasi Dongeng di Sekolah Dasar Anindya, Arini; Apriliya, Seni; Putri, Agnestasia Ramadhani
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 1 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i1.34153

Abstract

This research was motivated by the unavailability of teaching modules that lead to appreciation learning and not using a special learning model for fairy tale appreciation. The aim of this research is to analyze the need for a fairy tale appreciation teaching module for Indonesian language subjects in class IV elementary school. The approach used in this research is a qualitative approach with descriptive methods. This research was conducted in the period 26 February - 1 March 2024 in two public elementary schools in Tasikmalaya City with research subjects namely two class IV educators and teaching module documents. The data collection techniques used were observation, document study and interviews. The data analysis technique used is the data analysis technique using the Miles and Huberman model in three stages, namely data reduction, data presentation, and drawing conclusions. The research results show that the fairy tale appreciation learning process is still not implemented optimally in an appreciative manner, because educators still have not planned learning optimally. Educators still use teaching modules provided by the government, so the learning model used does not use a learning model specifically for learning literary appreciation. Thus, there is no teaching module available that leads to learning to appreciate fairy tales in it. The implication is that it is necessary to develop an Indonesian language teaching module with fairy tale appreciation material that leads to appreciation learning using a learning model that is appropriate to literary appreciation learning, namely the P-IKADKA model with the syntax of introduction, introduction, connection, appreciation, discussion, comprehension and affirmation.
Persepsi Positif Guru dan Siswa terhadap Pelaksanaan Pembelajaran Bahasa Indonesia Kurikulum Merdeka di SMA Utama, Sunu Setiawan; Waluyo, Budi; Anindyarini, Atikah
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 1 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i1.34376

Abstract

The Independent Curriculum is a curriculum with diverse intracurricular learning where the content will be more optimal so that students have enough time to explore concepts and strengthen competencies. Likewise, teachers have the freedom to choose various teaching tools so that learning can be adjusted to the learning needs and interests of students. This study aims to describe the perceptions of teachers and students, the implementation of the independent curriculum in Indonesian language learning in high schools as well as the challenges of teachers and students and efforts to solve challenges during the implementation of the independent curriculum in Indonesian language subjects. This study is a qualitative descriptive study, namely data collected in the form of written or spoken words from various informants. The information in this study is Indonesian language teachers, grade 10 and grade 11 students, the principal and vice principal at SMAN 1 Wonosari. Data collection techniques were carried out through interviews and observations. Data analysis was carried out in three stages, namely: data reduction, data presentation, and drawing conclusions. The results of this study are as follows: (1) the majority of teachers and students have a positive perception in the implementation of the independent curriculum and have an understanding that is in accordance with the Independent Curriculum. (2) The implementation of Indonesian language learning is carried out referring to the teaching module and focuses on the implementation of the Pancasila Student Profile as a concept of the independent curriculum. Teachers dominate learning with problem-based learning and project-based learning models. Then, (3) the challenges faced by teachers include: unpreparedness of human resources, the existence of differentiated learning, minimal understanding of digital technology, lack of learning resources, and students who are not focused when receiving learning.
Development of Feature Based Learning Media Instagram in Learning Writing Procedure Text at SMP Negeri 2 Imogiri Yogyakarta Soleha, Isnani Marhatun; Jamilah, Fitri; Susetyo, Susetyo
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 1 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i1.35145

Abstract

The objectives of this research: (1) to determine the development of learning media based on Instagram features with the 4-D model (Define, Design, Develop, Disseminate) in learning procedural text writing skills for class VII junior high school students. (2) describe the feasibility of learning media based on Instagram features in learning text writing skills in class VII junior high school learning procedural texts. (3) describe the practicality of learning media based on Instagram features in learning procedural text writing skills in class VII junior high school. This research developed with 4D model and carried out at SMP Negeri 2 Imogiri in 2023/2024. The subjects of this research were students in class VII F with a sample of 15 students. The development procedure was carried out in four stages, namely define, design, develop, disseminate. Data collection techniques used student response questionnaires, media expert validation sheets, material expert validation sheets, pretest and posttest. The results of this research show: (1) the Instagram feature-based learning media developed for learning procedural text writing skills for class VII students at SMP Negeri 2 Imogiri has been carried out in accordance with the stages of the 4-D Model, namely Define, Design, Develop, Disseminate, (2) the process of developing learning media based on Instagram features is carried out in stages, namely (1) definition, (2) design, (3) development and (4) implementation. (2) Instagram feature-based learning media developed for learning procedure text writing skills for class VII students of SMP Negeri 2 Wonogiri with the 4-D model (Define, Design, Develop, Disseminate) is suitable as a learning media. The results of the assessment from experts on the media being developed obtained a score of 3.4, including in the good category, and the assessment from material experts was 3, including in the good category. (3) Instagram feature-based learning media developed for class VII students at SMP Negeri 2 Imogiri in learning procedural text writing skills using the 4-D model was declared practical for use in learning. the percentage of student learning completeness from 20% to 73.3% was declared valid.
Gamifikasi Pembelajaran Menulis Teks Eksplanasi untuk Siswa Kelas XI SMA Caesar Adlu Hakim; -, Didin Widyartono
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.27627

Abstract

This study aims to develop classcraft-based gamification learning in learning to write explanatory texts for grade XI SMA. This research uses the ADDIE model which consists of 5 stages, namely (1) analyze with the stage of analyzing field needs (2) design with the stage of designing products by compiling an outline of media development and lesson plans, (3) development with the stage of developing classcraft products which are then validated by Indonesian language learning material and media experts, (4) implementation with the stage of practitioner testing by two Indonesian language teachers and trials with two stages, namely small group tests and large group tests, and (5) evaluation with the stage of revising the product according to expert and practitioner validation input. The subjects of this research were the XI grade students of SMA Negeri 2 Ponorogo. The results of this study produced a classcraft-based gamification product for learning to write explanatory texts containing material for writing explanatory texts including explanatory text development patterns and how to write explanatory texts. The product developed was validated by material and media experts with an average score of 87.6% which was classified as very feasible. In addition, a practitioner test was conducted by two teachers which resulted in an average score of 91%. Then, a field trial was carried out with two stages, namely a small group test which obtained a result of 89.5% and a large group test which obtained a result of 90.6%. This research shows that classcraft-based gamification is very feasible and can be implemented in classroom learning.
Pengembangan Media Pembelajaran Hikayat Hang Tuah Berbasis 3D Hologram Untuk Kelas X SMA Adlina, Adlina; Dermawan, Taufik; Karkono, Karkono
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.34517

Abstract

The limitations of Hikayat learning media made researchers take the initiative to develop 3D hologram-based learning multimedia. This development research is used as a form of actualization and utilization of technology in learning Hikayat in high school. This research adapts the Research and Development (R&D) research design using the ADDIE method (Analysis, Design, Development, Implementation and Evaluation). Researchers took 30 samples from the total population for data processing. In relation to data sources and data collection techniques, researchers used three data collection techniques, namely observation, interviews, and questionnaires. The observation technique is used to explore data about the way teachers teach, the media that teachers usually use in the process of learning Hikayat, and the enthusiasm of students in learning Hikayat in class X Science 2, X Science 5, and X Science 6 at SMA Negeri 2 Jember. The development of multimedia prototypes based on holography technology uses the Hang Tuang Hikayat as material that is adapted to the context and development of students. The focus of the problems in this study are (1) the needs of teachers and students regarding the learning media for Hikayat texts (2) the design of learning media using 3D Holograms (3) The use of media for learning Hikayat in high school. The purpose of this research is to produce HOLY (Hologram Literary) products. The product results in the form of a video about the Hikayat story by modifying the 3D model and adding audio. The product results are displayed by utilizing a 3D hologram fan projector. HOLY multimedia combines text, images, and digital animation that will develop creativity and imagination so that it can process students' thoughts, feelings and attention in learning.
Transformasi Cerita Rakyat ke Multimedia Interaktif: Inovasi Digital sebagai Bahan Ajar Setiartin, Titin; Hidayat, Eka Wahyu; Mustofa, Romy Faisal; Putra, Adita Widara
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.37344

Abstract

The objective of this research is to transform folklore texts into interactive digital multimedia as teaching materials within a blended learning framework. The digitization of interactive multimedia aims to facilitate students' appreciation of folklore by providing a more engaging learning experience. This study employs a qualitative descriptive method with a mixed qualitative-quantitative approach, following a sequential exploratory design. The stages of designing the interactive multimedia application include actor identification, use case identification, application scenario development, use case diagram design, sequence diagram creation, storyboarding, and navigation structure planning.The final outcome of this research is the development of Action Scripts in a programming language, which can be incorporated into flash files (frames, movie clips, or buttons), resulting in an interactive multimedia application. The application was evaluated using the System Usability Scale (SUS) method, yielding an average SUS score of 77.84. According to the SUS evaluation, the folklore- based interactive multimedia learning application falls within the "Good" category and is deemed acceptable as digital teaching material. This indicates that the application is effective and suitable for use in educational settings.
Optimasi Kemampuan Membaca Kritis Mahasiswa melalui Pembelajaran Metaphorming Berbasis Kearifan Lokal dan Aplikasi Flip Afrodita, Meli; Wulandari, Catur; Ismawati, Dwi; Sari, Dwi Lyna
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.37803

Abstract

This study aims to improve students' critical reading skills through the application of local wisdom-based metaphorming methods and the use of flip applications in the Reading Skills course. This study used a classroom action research design which was carried out in two cycles. Each cycle consists of four stages, namely planning, action, observation, and reflection. Data were collected through observation, test, and questionnaire which were analyzed descriptively qualitative and quantitative. The results showed that the application of the local wisdom-based metaphorming method, which used Bengkulu folklore as teaching material, was effective in improving students' critical reading skills. In addition, the use of the flip application as an interactive learning media contributed positively to the increase in student involvement in the learning process. Students' learning outcomes showed a significant improvement from cycle I to cycle II, with the percentage of students who reached the minimum completion score increasing from 21.62% in cycle I to 81.08% in cycle II. Thus, this learning method proved effective in improving students' critical reading skills and learning motivation. This study recommends that similar methods be applied to other courses to improve students' critical thinking skills and creativity.
Development of Teaching Materials for Writing Short Stories Based on Local Wisdom of Riau "Batimang" Class XI High School Students Solina, Irma; Elmustian, Elmustian; Sinaga, Mangatur
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.38158

Abstract

Writing skills are productive skills and the highest skill in acquiring language because writing skills are acquired after listening, speaking and reading skills. Writing is an activity to train students' thinking skills to be more creative, productive, and expressive. This research aims to determine the feasibility of teaching materials for writing short stories based on Batimang local wisdom for class XI SMA students and to find out the results of writing short stories based on Batimang local wisdom for class This development research uses qualitative data analysis techniques and quantitative data analysis techniques. Qualitative data analysis is used to analyze data obtained during interviews and written notes in the form of suggestions, input and comments obtained in questionnaires during the feasibility test. Researchers identified the need for teaching materials for writing short stories for class XI high school students in Kampar Regency. The development of teaching materials is carried out based on aspects of the needs of students and teachers. Teaching materials that have been validated by experts in the fields of appropriateness of material and language, and media experts that have been revised are then tested in the classroom. Next, based on the responses of students and teachers, they are analyzed and conclusions are drawn. Teaching materials that have been validated by experts in the fields of appropriateness of material and language, and media experts that have been revised are then tested in the classroom. Next, based on the responses of students and teachers, they are analyzed and conclusions are drawn. Teaching materials for writing short stories based on local Riau wisdom "Batimang" can improve student learning outcomes. This can be seen from the field trial data with an average score of 58.67 in the pretest and 76.84 in the posttest. Student learning outcomes for short story writing material increased and achieved good category scores.
Pengembangan Video Pembelajaran Berbantuan Artificial Intelligence (AI) untuk Pembelajaran Sastra Cerita Rakyat di SMP Kota Bengkulu Anggeraeni, Dwi; Trianto, Agus; Yanti, Nafri
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 11 No. 1 (2025): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

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

Abstract

Abstrak Tujuan penelitian ini secara umum untuk mengembangkan video pembelajaran berbantuan artificial intelligence (AI) cerita rakyat di SMP Kota Bengkulu. Pada materi cerita rakyat semester ganjil mata pelajaran Bahasa Indonesia kelas VII SMP. Dengan populasi siswa kelas VII SMP N 3 Kota Bengkulu menggunakan sampel penelitian teknik purposive sampling yaitu sampel yang digunakan mewakili populasi berjumlah 53 siswa. Metode penelitian yang digunakan model pengembangan ADDIE dengan 5 tahapan yaitu tahap analisis kebutuhan yang diambil dari analisis kebutuhan materi, siswa dan guru. Terdapat 3 cerita rakyat Bengkulu berdasarkan analisis kebutuhan yaitu Putri Gading Cempaka, Muning Raib dan Anak Lumang. Tahap mendesain yang dirancang menggunakan aplikasi microsoft image creator, power point, runway dan inshot. Gambar yang digunakan memiliki kesesuaian dengan latar cerita rakyat. Tahap pengembangan dilakukan untuk penilaian dari validator ahli materi dan ahli media dengan hasil kategori layak untuk digunakan dengan sedikit revisi. Tahap implementasi atau pelaksaanan uji coba video pembelajaran sastra berupa cerita rakyat Bengkulu diterapkan di dalam kelas VII SMP. Tahap evaluasi yaitu tahap saran dan perbaikan mengenai video pembelajaran yaitu ada video yang berdurasi pendek. Instrumen yang digunakan angket validator ahli materi, ahli media, respon guru dan siswa. Berdasarkan hasil validasi dari ahli materi, ahli media serta respon guru dan siswa diketahui bahwa produk yang dihasilkan berupa video pembelajaran dapat membantu guru dalam proses pembelajaran agar dapat membuat suasana yang tidak cepat bosan bagi siswa. Berdasarkan hasil penelitian dapat disimpulkan bahwa video pembelajaran ini dinyatakan layak untuk digunakan siswa dalam pembelajaran fase D menyimak pada siswa kelas VII SMP. Kata Kunci : Cerita Rakyat, Sastra, SMP, Pengembangan, Video Abstract The general aim of this research is to develop learning videos assisted by artificial intelligence (AI) on folklore in Bengkulu City Middle Schools. In the odd semester folklore material for class VII middle school Indonesian language subjects. With a population of class VII students at SMP N 3 Bengkulu City, a purposive sampling technique was used as a research sample, namely the sample used represented a population of 53 students. The research method used is the ADDIE development model with 5 stages, namely the needs analysis stage which is taken from the analysis of material, student and teacher needs. There are 3 Bengkulu folk tales based on needs analysis, namely Putri Gading Cempaka, Muning Raib and Anak Lumang. The design stage was designed using the Microsoft Image Writer, Power Point, Runway and Inshot applications. The images used are in accordance with the folklore setting. The development stage was carried out for assessment by material expert validators and media experts with the results being categorized as suitable for use with slight revisions. The implementation stage or trial implementation of literary learning videos in the form of Bengkulu folklore was implemented in class VII of junior high school. The evaluation stage is the stage of suggestions and improvements regarding learning videos, namely there are short videos. The instruments used were validator questionnaires from material experts, media experts, teacher and student responses. Based on validation results from material experts, media experts as well as teacher and student responses, it is known that the product produced in the form of learning videos can help teachers in the learning process so that they can create an atmosphere that does not get bored quickly for students. Based on the research results, it can be concluded that this learning video is declared suitable for use by students in phase D listening learning for class VII junior high school students. Keywords: Folklore, Literature, Middle School, Development, Video

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