3,448 research outputs found
TUBIBA (Tubian Baca) Sebagai Upaya Meningkatkan Minat Baca Siswa
ABSTRAK
Kita kurang menyadari bahwa rendahnya minat baca membawa efek negatif yang tidak kecil. Banyak contoh akibat kurang cintanya masyarakat terhadap buku. Mereka cenderung terpesona dengan budaya pop yang kerap menjerumuskan pada tindakan seperti vandalisme, tawuran, narkoba, dan tindakan lain yang merusak fisik maupun jiwa. Lebih-lebih media elektronik (televisi dan internet), yang kebanyakan berisi tayangan hiburan, pornografi, iklan komersial, dan hal-hal hedonistis lainnya menjauhkan masyarakat dari budaya membaca. Artikel ini akan membahas tawaran solusi atas permasalahan minat baca tersebut. Solusi dari tawaran permasalahan minat baca adalah dengan metode drill atau bisa disebut dengan metode TUBIBA (Tubian Baca). TUBIBA adalah keberadaan proses yang dilakukan berulang-ulang dan berkesinambungan. Diharapkan, melalui proses drill tersebut, siswa dapat dimodifikasi perilakunya atau dibentuk kebiasaannya. Pada akhirnya, siswa menjadi biasa membaca dan memunyai minat baca yang baik. Desain TUBIBA di dalam kelas adalah dengan drill membaca dilaksanakan pada setiap pertemuan setiap mata pelajaran selama kurang lebih lima belas menit. Selain itu dengan memilih bahan bacaan yang tepat oleh guru merupakan kunci keberhasilan dari metode TUBIBA.
Kata Kunci : membaca, minat baca, metode TUBIBA
Perancangan Sistem Informasi Inventaris Barang Berbasis Web Secara Online Pada Universitas Prima Indonesia
The importance of inventory management for business success and how technology can help improve inventory management. The design of an online web-based inventory information system at Prima Indonesia University is discussed in this article. The research aims to improve inventory management business profitability at Prima Indonesia University. One of the approaches used to collect data for this project is the waterfall system development process, which also includes interviews, observations, documentation, and literature studies. Blackbox testing is a technique used to test the system in publication. Functional testing verifies that the system can operate according to the functional requirements established during the analysis and design stages. Testing the system's ability to meet non-functional criteria, such as security, speed, and performance, is known as non-functional testing. After testing, the author makes improvements and fixes to the system found during testing. The support and maintenance stages are carried out regularly to ensure the system runs well and meets user needs. The results showed that the web-based online inventory system developed for Prima Indonesia University using the waterfall model can help improve inventory management and business profitability. The system can reduce errors in inventory management and speed up the process of searching and retrieving inventory data. System testing shows that the system can function properly and meet the requirements at the analysis and design stages
The Efforts to Strengthen National Identity Through Ethical Value and Local Wisdom in Oral Literature
Research shows that oral literature contains ethical values and local wisdom. However, the existence of oral literature is getting weaker with the changing of the era. Therefore, to strengthen national identity, oral literature needs to be revived. The main goal is to improve the character of the young generation which is the Z generation. Efforts that need to be done is mediatization of oral literature and integrate oral literature into the college curriculum. The mediatization of oral literature needs to involve digital media, as well as in its dissemination it requires social media. Meanwhile, integration into the college curriculum can be done by insert to the Indonesian language course
The Singer or the Song? Developments in Performers' Rights from the Perspective of a Cultural Economist
Over the last century, performers gradually acquired statutory protection of their economic and moral
rights. These rights are not copyright in the legal sense but neighboring rights and until recently, they
were mainly remuneration rights that are collectively administered. With the WPPT (WIPO
Performers and Phonograms Treaty), performers now have individual exclusive rights for digital
performances; this leads to the question: what has motivated this change – is it a change in the
perception of the value of performer or a change brought about by the changing technology of copying or,
indeed, a change that reflects different economic costs and benefits? The paper discusses the role of
copyright law as an incentive to performers and asks if the economic role of the performer is so different
from that of the author. The conclusion is that a complex interaction of the legal regulations, economic
conditions and institutional arrangements for administering these new rights will determine the outcome
Aplikasi AR-CA (Augmented Reality Relief Candi Jago) sebagai Upaya Pendokumentasian Digital Relief Candi Jago dan Pengenalan Wisata Sejarah di Malang
Penelitian ini bertujuan untuk mendigitalisasikan cerita fabel yang terdapat dalam relief Candi Jago sebagai upaya memperkenalkan dan mempertahankan kearifan lokal Malang. Relief Candi Jago dipilih karena belum ada pendokumentasian yang optimal terhadap cerita relief tersebut sehingga ketertarikan pada para calon wisatawan untuk mengunjungi lokasi tersebut sangat kurang. Untuk menjawab permasalahan tersebut, maka dilakukan penelitian pengembangan melalui aplikasi AR-CA. Aplikasi AR-CA merupakan aplikasipemanfaatan augmented realitymelalui teknologi yang dapat menjadikan sarana pembelajaran informasi menjadi lebih interaktif dan menarik. Dalam penelitian ini, pendokumentasian cerita relief Candi Jago melalui digital menggunakan pengembangan model desain Recursive, Reflective, Design, and Development(R2D2). Model R2D2 akan memfokuskan pada tiga fokus pengembangan, (1) fokus penetapan, (2) fokus pengembangan desain produk, serta tahap uji kelayakan, dan (3) fokus diseminasi sesuai dengan konteks lingkungan pengembangan dan kebutuhan. Fokus penelitian ini ada dua 1)Tahapan konsep penyusunan Pendokumentasian relief Candi Jago dengan menggunakan aplikasi Augmented Reality (AR) dan 2) Memaparkan Fitur-fitur yang terdapat dalam aplikasi AR-CA. Hasil dari Penelitian ini mengenai tahapan konsep penyusunan, Pertama,pemilihan cerita yang terdapat dalam relief Candi Jago. Kedua, mengubah ketiga cerita yang telah dipilih, berupa teks cerita menjadi teks drama. Ketiga, menentukan markeragar dapat menampilkan objek virtual. Keempat,menentukan tokoh-tokoh sentral dalam setiap cerita yang telah dipilih sebagai iconcerita. Kelima, membuat video animasi berdasarkan teks drama yang telah dibuat pada tahap kedua. Keenam, merancang aplikasi AR sebagai jembatan marker yang akan menampilkan objek virtual. Fitur-fitur yang terdapat dalam aplikasi AR-CA yaitu fitur kamera AR, fitur cerita yang berisi tiga video animasi yang menggambarkan cerita relief Candi Jago yaitu Kera yang malang, Serigala si Penghasut, Kura-kura yang bandel. Selanjutnya fitur bantuan, fitur tentang, dan control panelkeluar.
Abstract
This study aimed to produce a digital instrument for exhibiting temple-relief of Jago Temple as a part of Malang’s tourism promotion and sustainability program. Moreover, this study focused on Jago Temple’s relief due to its limited documentation by far which impacted to the small number of tourists visiting the historical site. Therefore, the AR-CA application was developed to provide solution for the particular issue. AR-CA adopted augmented reality technology to create a learning instrument which is able to deliver more interactive and attractive information. For this study, Recursive, Reflective, Design and Development (R2D2) instructional design model was employed to document the story depicted by the Jago Temple’s relief into a digital form. The R2D2 model would focus on three development methods, (1) defining, (2) designing and developing, and (3) disseminating based on the relevant circumstances and requirements. Furthermore, this study offered two primary results 1) planning stage which is to document Jago Temple’s relief using the augmented reality (AR) application and 2) delivering features on the AR-CA. More specifically, on the planning stage, this study broke down, 1) selecting which stories were going to be exhibited 2) translating the prose into drama text, 3) determining marker to show virtual objects, 4) selecting primary figures within the stories, 5) creating animation video depicting the generated drama text, 6) developing AR application which would present the virtual objects. Meanwhile, this AR-CA application provided a number of features including AR camera, Video Playlist containing three animation videos about a poor ape, deceitful wolf and naughty turtle, Help, About App, and Log Out
SEMANTIK PROTOTIPE KORUPSI: KAJIAN LINGUISTIK KOGNITIF
Semantics Corruption Prototype: Cognitive Linguistic Study. Semantic Prototype Corruption: Cognitive Linguistics Review. This study aims to define corruption through prototype theory in cognitive linguistics. The research is designed through a qualitative-quantitative approach with Tomaszczyk (2007) prototype theory. The results of the study indicate that the most corrupt variables affecting the degree of corruption are (1) 'unlawful rewards' and (2) 'abuse of authority', while (3) 'knowing that it is corruption' and (4) 'corrupt intent' no effect. This finding confirms that in the prototype study there are two aspects that affect the degree of prototype of a category, namely the member variables and the background of the respondent
Kesesuaian Higher Order Thinking Skill pada Instrumen Evaluasi Buku Ajar Pendidikan Pancasila di Perguruan Tinggi
This study described the diversity of higher order thinking skills in the evaluation instrument for Pancasila Education textbooks in universities and analyzed the level of conformity of higher order thinking skills in the evaluation instrument for Pancasila Education textbooks in universities. This study used a qualitative approach with the type of descriptive research. Data were collected utilizing observation and document study. The data obtained were analyzed by descriptive, interpretive techniques through data reduction, data presentation, and verification. The study results indicated that the evaluation instrument in the Pancasila Education textbook contained all the criteria for higher-order thinking skills, including critical thinking, problem-solving, decision-making, and creative thinking. However, the evaluation instrument in the Pancasila Education textbook, which contained criteria for higher-order thinking skills, was only 36 out of 78 items. Therefore, the Pancasila Education textbook needed to be revised again because the number of analyzing levels was more dominant than evaluating and creating. In addition, the cognitive domain in the Pancasila Education textbook was out of tune with the National Higher Education Standards guidelines
Vocational High School Students’ Creative Thinking Skills Comparison Between Project-Based Learning and Problem-Based Learning Instructional Process in Software Development Subjects
The study compares the creative thinking skills of vocational high school students who experience Project-Based Learning (PjBL) and Problem-Based Learning (PBL) instructional processes in Software Development subjects. The research was conducted at one of Malang City, Indonesia’s information technology primary vocational high schools (SMK TI). The study used a randomised pretest-posttest control group design experimental research design. The research group was divided into two groups, namely the experimental group (PjBL) and the control group (PBL), where each group consisted of 36 students. The data generated in the study was obtained by conducting a test of creative thinking skills. A comparative analysis of creative thinking skills data in the experimental and control groups was performed using Wilcoxon’s Test. Comparative analysis of pre-test data in the experimental (M=72.36; SD=9.29) and control (M=70.97; SD=9.39) groups resulted in a p-value of more than 0.05. It means there are no differences in pre-test scores between the two groups. In contrast, the p-value for post-test data from the experimental (M=94.02; SD=4.27) and control (M=86.80; SD=6.98) groups was less than 0.01. It means there are no differences in post-test scores between the two groups. Comparative analysis of pre-test and post-test data from the experimental group resulted in z(35)=5.26; p < 0,01; d=3.00. Comparative analysis of pre-test and post-test data from the control group resulted in z(35)=5.26; p < 0,01; d=1.91. According to the findings of the analysis, PjBL and PBL impact students’ creative thinking skills. Compared with effect size, the PjBL effect is more significant than PBL
ENGLISH FOR SPECIFIC PURPOSES IN HIGHER EDUCATION: THE ROLE OF ENGLISH SPESIFIC PURPOSE FOR KNOWING A GOAL OF STUDENT IN MAJORING ENGLISH
This paper discus about the role of English specific purpose for knowing a goal of students in majoring English . The main focus in the difficulties faced by the students in teaching English specific purpose . This paper is based on the data collected from some books and some journal that author search in website . The data shows that the student's goal majoring English after they learn about English specific purpose . Their difficulties are mainly due to the complicated materials and lack of practice . Other reason . relates to inappropriate textbooks ineffective methods , low interest , etc. another interesting reason is caused by their Indonesian background in which they cannot found goal after they collage , so this research will help the readers to aware about their future after collage
'Descriptiones plantarum. Decas prima'
Full title: 'Descriptiones plantarum. Decas prima. |Didynamia angiosperma. Bergeria!'
With additional remarks in German. The author asks that the name "Bergeria", suggested by him, may be accepted.
With annotations by Linnaeus pater.
Cf Appendix Linné, C. v. 1771. "Mantissa plantarum altera"
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