cover
Contact Name
Dian Risdiawati
Contact Email
dian.risdiawati@uinsatu.ac.id
Phone
+6282337997776
Journal Mail Official
mardibasa@uinsatu.ac.id
Editorial Address
UIN Sayyid Ali Rahmatullah Tulungagung Jalan Mayor Sujadi Timur 46 Tulungagung Jawa Timur Indonesia
Location
Kab. tulungagung,
Jawa timur
INDONESIA
Mardibasa: Jurnal Pembelajaran Bahasa dan Sastra Indonesia
ISSN : 2774485X     EISSN : 27472701     DOI : https://doi.org/10.21274/jpbsi
Core Subject : Education, Social,
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia menerima kontribusi artikel ilmiah dengan bidang lingusitik, sastra, dan pembelajarannya. Secara lebih rinci cakupan topik-topik jurnal ini adalah sebagai berikut. Inovasi pembelajaran bahasa dan sastra Indonesia Kurikulum bahasa dan sastra Indonesia Nilai budaya dalam pembelajaran bahasa dan sastra Indonesia Nilai karakter dalam pembelajaran bahasa dan sastra Indonesia Problematika pembelajaran bahasa dan sastra Indonesia Bahasa Indonesia untuk penutur asing (BIPA) Sastra Indonesia untuk pendidikan
Articles 6 Documents
Search results for , issue "Vol 2 No 1 (2022)" : 6 Documents clear
Implementasi Perkuliahan Keterampilan Berbahasa secara Daring
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : SATU Press Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (267.032 KB) | DOI: 10.21274/jpbsi.2022.2.1.89-107

Abstract

Online lectures demand creativity in all respects for both the teachers and the learners. In lecturing, Indonesian language skills for the collegians in Teacher Education at the Islamic State Islamic School (PGMI) major UIN Sayid Ali Rahmatullah Tulungagung (UIN SATU), especially during the Final Semester Examination (UAS), certain methods are needed so that the main objectives of the lecture can be achieved. At UAS Even of 2020/2021, collegians practice the results of attending Indonesian Language Skills lectures for one semester by teaching the Language Skills to elementary (MI/SD) students who live around their homes. The results of practicing these skills are made in the form of a report. Furthermore, the results of the report are used as a source of data in the form of documents and will be analyzed through the Miles and Huberman model (Sugiyono, 2016). The type of research used in this research is literature study by tracing several references in the library. The data findings will be discussed in accordance with online learning innovations (Harmanto, 2020). The results showed a positive response from parents and students. In addition, there are also several obstacles, including students who do not focus on learning, are not serious, are anxious, and so on.
Dampak Game Online terhadap Pemerolehan Bahasa Kedua pada Anak
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : SATU Press Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.68 KB) | DOI: 10.21274/jpbsi.2022.2.1.19-35

Abstract

Currently playing online games is one of the hobbies that is being carried out by all circles, including children. In addition to entertainment, online games are a means of learning for children to acquire foreign language vocabulary that they do not learn at school. This study aims to see the effect of online games on children's second language acquisition and to find out what factors influence this acquisition. The research method we use is a qualitative descriptive method with an observational approach. The subjects of our study were elementary school children aged 6 and 10 years. We conducted observations and interviews for one month so that we could find out how the influence of online games on second language acquisition in children aged 8 years and 11 years. The games played are Free fire, Mobile Legends, Minecraft, and Roblox. The results we get are that the children are familiar with new English vocabulary and know their meaning, the English vocabulary obtained is error, lag, battle, build, room, by one, cheat, shoot, and the other.
Campur Kode Cinta Laura Kiehl dalam Talk Show Just Alvin di Metro TV
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : SATU Press Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (236.162 KB) | DOI: 10.21274/jpbsi.2022.2.1.74-88

Abstract

Cinta Laura Kiehl as a woman who is still young, creative, and has different characteristics from the others. The most prominent characteristics of her is the way she speaks or her accent and also the mix of languages she use every day. The language she uses is mixed between Indonesian and English. Because in fact she is an Indonesian national. However, she was born in Germany and spent much of her time abroad, for example, she studied at Colombia University, United States. Therefore, she uses a lot of mixed languages. Mixing code or language is what is studied in the field of sociolinguistics. This study aims to describe the form and causes of code mixing in interviews. This study used a qualitative descriptive design. The data source of this research is Cinta Laura Kiehl of utterances that were interviewed exclusively in Talk Just Alvin on Metro TV on Friday, September 13, 2013. The results of this study, firstly, form of code mixing between Indonesian and English. The two cause of code mixing include role factors, variety factors, speaker factors, and language factors.
Majas Perbandingan pada Novel Ingkar Karya Boy Candra (Kajian Stilistika) Sulistiya, Febrianti; Prameswari, Jatut Yoga; Anam, Ahmad Khoiril; Purnama, Yogi; Mulyani, Sri
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (278.747 KB) | DOI: 10.21274/jpbsi.2022.2.1.1-18

Abstract

The purpose of this study is to interpret the types of comparative compounds in the novel Ingkar by Boy Candra. This research uses qualitative description research methods. The study as a whole utilizes interpretation in presenting data in descriptive form. The research methods in this study use documentation techniques. The instrument in this study is the researcher himself as a human instrument. The results of comparative compound findings in the novel Ingkar by Boy Candra found as many as 250 data with comparative comparison of parables as many as 68 sentences (27.2%), metaphorical majas as many as 27 sentences (10.8%), majas personification as many as 62 sentences (24.8%), majas depersonification as many as 40 sentences (16%), allegory majas as much as 12 sentences (4.8%), antithesis majas as many as 22 sentences (8.8%), majas pleonasme and tautology as many as 11 sentences (4.4%), majas perifrasis as many as 3 sentences (1.2%), and majas anticipation as many as 5 sentences (2%). Majas comparison is dominant in the novel Ingkar by Boy Candra, which is a comparison of parable categories as much as 68 sentences with a percentage of 27.2%.
Pembelajaran Menulis Teks Prosedur Menggunakan Model Discovery Learning pada Siswa Kelas XI SMK Negeri 2 Kediri
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : SATU Press Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.667 KB) | DOI: 10.21274/jpbsi.2022.2.1.36-52

Abstract

The low skill of writing procedural texts in class XI students at SMK Negeri 2 Kediri is the problem behind this research. Students who tend to be passive result in educational goals in general being less achievable. One of the important things that causes this problem to arise is the lack of interest of students to take an active role in the learning process. From the problems that arise, the author intends to provide a solution that can be applied, namely using the discovery learning learning model in learning to write procedure texts. This study uses an experimental quantitative research model. The population in this study were students of class XI SMK Negeri 2 Kediri. The sample of this study consisted of an experimental class, namely class XI Multimedia 1, and a control class, class XI Accounting 1. The stages of this research were divided into three, namely initial test, test, and final test. The author hopes that this research can be a source of reference for educators in accordance with the results obtained in the study.
Media Au-Vi Berbasis PowerPoint dalam Pembelajaran Bahasa Indonesia
MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia Vol 2 No 1 (2022)
Publisher : SATU Press Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1282.919 KB) | DOI: 10.21274/jpbsi.2022.2.1.53-73

Abstract

Learning Indonesian Language nowadays is a challenge for both teachers and students. This condition certainly requires a media to be an intermediary between teachers and students in online and offline learning. Especially, the media that functions as a messanger or delivers the materials from the teacher to students in learning Indonesian language. This media is needed to support Indonesian language learning so that the target is achieved as planned. The objectives of this research include (1) the procedure for making PowerPoint-based Au-Vi media, (2) the factors that influence the making of PowerPoint-based Au-Vi media. This research uses a qualitative method. The process of data analysis of this research is expressed descriptively. The results show that the process of making PowerPoint-based Au-Vi media tends to be easy if the teacher is proficient in using Microsoft PowerPoint. Teachers can create templates, insert learning materials, insert voice explanations for material, add back sounds, set automatic transitions and animations, and save them in MP4 video format. There are two factors that influence the making of this media, namely factors related to the learning components and technical factors outside the learning components.

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