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Sanas Tasia Sihaloho; Khairani Aprilia; Lili Tansliova

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Language is the soul of the nation, and also the identity of the nation. Language is also a communication tool in speaking that facilitates interaction. Humans can convey their ideas, notions and opinions through language. Over time, language also develops. The aim of this research is to find out the extent of the use of slang among students. And also the factors that cause slang and how it impacts language skills as well as the good and correct use of Indonesian. The research method used in this research is the qualitative method. Qualitative methods or data analysis methods are based on information or data obtained from previous research.

Sanas Tasia Sihaloho; Khairani Aprilia; Lili Tansliova

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

Language is the soul of the nation, and also the identity of the nation. Language is also a communication tool in speaking that facilitates interaction. Humans can convey their ideas, notions and opinions through language. Over time, language also develops. The aim of this research is to find out the extent of the use of slang among students. And also the factors that cause slang and how it impacts language skills as well as the good and correct use of Indonesian. The research method used in this research is the qualitative method. Qualitative methods or data analysis methods are based on information or data obtained from previous research.

Eny Junyanti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The flood that hit Demak district in February 2024 has had a major impact on the life of SMAN 1 Karanganyar students. The aim of this study is to see how the flood affects the psychology of students, as described in the article titled "11 districts in Flood Demak Imbas 6 Tanggul Jebol, 93 Thousand Souls Affected". The study uses critical discourse analysis (CDA), which is combined with the Norman Fairclough approaches.The results show that the flood has caused a variety of psychological impacts on students, including anxiety, depression, and trauma. Anxiety is marked by fear, anxiety, and restlessness because of the possibility of flooding happening again. Trauma and depression are marked by bad memories and flashbacks about flood events. According to the analysis carried out in the article detiknews, the flood was described as a tragic and sad event. In this article, words like "burst," "affected," and "displaced" are used to describe unstable circumstances. Besides, photos showing the damage caused by the flood are included. The psychological consequences of the victims, however, are not much mentioned in the articles of DetikNews. This article only mentions that floods can cause trauma and stress, but does not discuss how these psychological impacts can affect students' lives, such as their social relationships and learning outcomes. This study suggests that it is important to pay attention to how flooding affects students' psychology.    

Eny Junyanti

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The flood that hit Demak district in February 2024 has had a major impact on the life of SMAN 1 Karanganyar students. The aim of this study is to see how the flood affects the psychology of students, as described in the article titled "11 districts in Flood Demak Imbas 6 Tanggul Jebol, 93 Thousand Souls Affected". The study uses critical discourse analysis (CDA), which is combined with the Norman Fairclough approaches.The results show that the flood has caused a variety of psychological impacts on students, including anxiety, depression, and trauma. Anxiety is marked by fear, anxiety, and restlessness because of the possibility of flooding happening again. Trauma and depression are marked by bad memories and flashbacks about flood events. According to the analysis carried out in the article detiknews, the flood was described as a tragic and sad event. In this article, words like "burst," "affected," and "displaced" are used to describe unstable circumstances. Besides, photos showing the damage caused by the flood are included. The psychological consequences of the victims, however, are not much mentioned in the articles of DetikNews. This article only mentions that floods can cause trauma and stress, but does not discuss how these psychological impacts can affect students' lives, such as their social relationships and learning outcomes. This study suggests that it is important to pay attention to how flooding affects students' psychology.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.