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Elisa Putriani

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Puja Semadi and Shalat Istikharah are common religious practices. Puja Semadi is performed by Buddhists, while Shalat Istikharah is performed by Muslims. Both are done to ask for guidance from God. However, a few people do not understand correctly how to do it and as a result some people experience confusion and still doubt in obtaining the desired guidance. This research aims to find out how Puja Semadi in the lokapala fiber, and how the meaning of shalat istikharah as a request for guidance. This research uses qualitative methods and in-depth interviews with religious experts who understand shalat istikharah. Data were collected through text analysis and interviews, and analyzed using qualitative analysis with its procedures. The data on Puja Semadi was taken from the transliteration of ancient manuscripts. Initially, the Javanese script was transliterated into Latin and then translated into Indonesian. Based on the results of the research, Puja Semadi in the lokapala fiber is done through meditation in a place called pemujaan. While shakat istikharah is done anytime and anywhere as long as the place is clean and pure. The results of this study can help readers to understand how the explanation of Puja Semadi and Shalat Istikharah.

Elisa Putriani

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2026 Asosiasi Periset Bahasa Sastra Indonesia

Puja Semadi and Shalat Istikharah are common religious practices. Puja Semadi is performed by Buddhists, while Shalat Istikharah is performed by Muslims. Both are done to ask for guidance from God. However, a few people do not understand correctly how to do it and as a result some people experience confusion and still doubt in obtaining the desired guidance. This research aims to find out how Puja Semadi in the lokapala fiber, and how the meaning of shalat istikharah as a request for guidance. This research uses qualitative methods and in-depth interviews with religious experts who understand shalat istikharah. Data were collected through text analysis and interviews, and analyzed using qualitative analysis with its procedures. The data on Puja Semadi was taken from the transliteration of ancient manuscripts. Initially, the Javanese script was transliterated into Latin and then translated into Indonesian. Based on the results of the research, Puja Semadi in the lokapala fiber is done through meditation in a place called pemujaan. While shakat istikharah is done anytime and anywhere as long as the place is clean and pure. The results of this study can help readers to understand how the explanation of Puja Semadi and Shalat Istikharah.

Anhari, Ridlo Qoirul; Ridlo Qoirul Anhari; Agus Priyadi; Ahmad Zainudin

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innovative, contextual, and enjoyable learning medium that integrates cultural elements into an interactive digital learning experience. The design and development process employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The game was built using Unity software to produce dynamic visuals, responsive controls, and supporting audio elements that enhance the immersive quality of gameplay. The educational game enables students to learn Javanese script through interactive play activities, including letter recognition, pronunciation practice, and quiz-based challenges. Each component was designed to strengthen cognitive understanding while increasing students’ intrinsic motivation to learn. Expert validation results indicated that the game met the “highly feasible” criteria as a learning medium, while user testing showed notable improvements in motivation, engagement, and learning enjoyment. Overall, this educational game not only enhances learning effectiveness but also contributes to the preservation and revitalization of the Javanese script as part of Indonesia’s cultural heritage in the digital era. Therefore, this game-based learning approach serves as an adaptive and culturally grounded educational innovation for primary-level students

Tias Anggrayani; Yelia Defrianti; Disraely Ivan Hamel Walalangi; Ferdinan Dicky Kurniawan; Rodhi Aji Wibowo +5 more

Jurnal Pengabdian Sosial 2025 Lembaga Pengembangan Kinerja Dosen

The 2025 Thematic Community Service Program (KKN-T) for the R3 group of Janabadra University Yogyakarta was held in Tangisan Hamlet, Banyurejo Village, Tempel Subdistrict, Sleman Regency. Tangisan Hamlet has various local potentials that can be developed, such as a productive agricultural sector, active social institutions, and a rich cultural heritage. However, this area also faces several challenges that need to be addressed, including low legal literacy among the community, a high potential for juvenile delinquency, and limited public information support facilities in the hamlet. In implementing the KKN-T program, a participatory approach was applied by involving the local community from the planning stage to the evaluation. The process began with field observations to understand the actual conditions in the community, then continued with the formulation of a work program developed in collaboration with community leaders and village officials. The programs implemented included the installation of information signs in Javanese script at strategic points as part of supporting the "Culturally Independent Village" program. In addition, socialization was conducted regarding laws related to online loans and juvenile delinquency, which aimed to increase public understanding of legal issues. At Banyurejo 4 Public Elementary School, anti-bullying education is being conducted to raise students' awareness of the importance of mutual respect. Furthermore, at the Integrated Service Post (Posyandu) for toddlers, nutritious supplementary food using local foods is provided to support children's health in the area. All implemented programs are based on the actual needs of the community, identified through discussions and deliberations with community leaders. Through this Community Service Program (KKN-T) activity, it is hoped that a strong synergy will be established between students, the community, and the village government in promoting sustainable and independent village development. This program is expected to provide direct benefits to the community and pave the way for better village development in the future.

Ine Febrian Maharani; Meila Rizka Rahmawati; Syailin Nichla Choirin Attalina

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to improve the learning motivation of fourth-grade students of SDN 3 Jambu in Javanese language subjects, especially in Javanese script material, through the implementation of the Teams Games Tournament (TGT) learning model combined with the use of flash cards. The background of this study is the low learning motivation of students as seen from the lack of active participation, low enthusiasm during learning, and lack of interest in the Javanese script material. These conditions have an impact on the achievement of unsatisfactory learning outcomes and an unpleasant learning atmosphere. This type of research is Classroom Action Research (CAR) which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementation of actions, observation, and reflection. The subjects of the study were 20 fourth-grade students. Data collection techniques were carried out using observations of student activities, interviews with teachers and students, documentation of learning activities, and evaluation tests to measure learning outcomes at the end of each cycle. Data analysis was carried out descriptively qualitatively and quantitatively. The results of the study showed a significant increase in student learning motivation after the implementation of the TGT learning model assisted by flash cards. This can be seen from the increasing activeness of students in groups, their enthusiasm in participating in educational games, and the results of learning evaluations that show a positive trend from cycle I to cycle II. The TGT model, which is based on cooperation and healthy competition, creates a more lively and enjoyable learning atmosphere and stimulates active student involvement. Thus, it can be concluded that the implementation of the Teams Games Tournament learning model supported by flashcard media is effective in increasing student motivation and learning outcomes in the Javanese Language subject, Javanese Script material.

Andika Wildan Trisula; Udjang Pairin

Jurnal Motivasi Pendidikan dan Bahasa 2025 International Forum of Researchers and Lecturers

The learning of Javanese script at SDN Denanyar 1 faces significant challenges, particularly in mastering sandhangan swara. Students struggle to understand the material due to the complexity of Javanese script and the use of traditional teaching methods that are less engaging. Therefore, innovation in teaching methods is needed by implementing a flipped classroom model that utilizes instructional videos. The aim of this study is to examine the implementation of the video-based flipped classroom model and assess its effectiveness in improving the ability to write sandhangan swara in Javanese script among fourth-grade students at SDN Denanyar 1. This research uses a mixed-method approach with a one-group pretest-posttest pre-experimental design. The research stages include observation, interviews, pretest, implementation of the flipped classroom model, and posttest. The study sample consists of 30 fourth-grade students. The results indicate a significant improvement in student learning outcomes, with an average pretest score of 54% and a posttest score of 75%. Additionally, students became more motivated and proactive during the learning process, while teachers successfully created a more innovative learning environment. The conclusion of this study is that the flipped classroom model using instructional videos is effective in enhancing students' ability to write sandhangan swara in Javanese script and makes learning more interactive and enjoyable.

Wulan Cahyaningrum; Sri Widiyanti; Lilik Sugiarto

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Javanese language is local content for levels from elementary to high school, the aim of learning Javanese is an effort to preserve Javanese culture. Therefore, to achieve these learning objectives, interactive learning media is needed according to students' needs. The researcher developed material introducing Javanese script, using animation media which was created with the aim of achieving the expected goals in the learning process. The results of this research are audio and video based which students can use in learning media. With this media, students can easily learn about the Javanese script presented by the teacher, this speeds up understanding of the material presented by the teacher.  

Citra Ratih Prameswari; Fajar Abadi; Eki Arla Pribadiyanti

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The role of computers in the process of teaching and learning activities is very developed. Teachers in schools adapt to using computers as media for deliver learning materials. Javanese script contained in Javanese language subjects is one of the subjects taught to grade 4 elementary school students.The method used in this study is based on interactive media by combining teaching materials, and technological advances. The visual display will contain Javanese script material equipped with images, animations, and audio.Perancangan Media Interaktif “Mengenal Aksara Jawa” is a learning media that adapt students need in this era, so they can easy to receive, absorb, and understand the material.    

Salsabillah Fil Jannah; Solchan Ghozali

Populer: Jurnal Penelitian Mahasiswa 2023 Universitas Maritim AMNI Semarang

penelitian ini bertujuan untuk mengembangkan media pembelajaran, mendeskripsikan kelayakan media pembelajaran, mendeskripsikan efektifitas media pembelajaran roda aksara pada mata pelajaran Bahasan Jawa materi aksara Jawa di kelas III.A Madrasah Ibtidaiyah Roudhotul Islamiyah Sawocangkring. Penelitian pengembangan ini menggunakan model pengembangan ADDIE (analisis, perancangan, pengebangan, penerapan, evaluasi). Hasil penilaian kelayakan media roda aksara didapatkan dari hasil validasi dari ahli media sebesar 94% dengan kategori sangat valid serta hasil validasi media dari ahli materi sebesar 77,5% dengan kategori valid. Hasil keefektifan media pembelajaran roda aksara didapatkan melalui hasil respon peserta didik dengan menggunakan tes tertulis yang mendapatkan hasil thitung sebesar 11,33 dan ttaabelsebesar 2,06 sehingga media roda aksara dinyatakan efektif untuk meningkatkan hasil belajar.

Ulpa Sadiyah

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2023 Universitas Palan

Analysis of narrative structure as an intermediary in understanding stories as well as conveying messages and meanings through moral values, religious teachings and educative culture. The problem being studied is whether the script writer is able to reflect the elements of nature in the film series Avatar The Legend of Aang: The Last Airbender in the characters. Natural elements which include water, earth, fire, air in the Avatar series The Legend of Aang: The Last Airbender, are the basis for the formation of the character's characters, these elements have a close relationship with natural elements that exist in Javanese human life and the embodiment of energy in human life. Java. The purpose of this study is to make it easy for readers to understand the symbolic character and understand the narrative structure, by using qualitative methods and as a theoretical basis that is considered appropriate to discuss it, understanding the narrative and natural elements reflected in the character of the characters is used a narrative structure approach, this approach its orientation is to study the systematic stages of script writing to get the essence of a story. In the narrative structure there are substances that relate to each other to form a series of stories including: 1. The structure of the first three acts contains set-up or introduction, the second act contains turning points and the third act describes the resolution or resolution. The interesting thing about this series is the discovery of story problems and conflicts that usually occur in the adult category but are translated into teenage figures and then packaged in a narrative structure that is easy for the audience to understand.

Setiyo Adi Nugroho; Risti Wulandari

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.

Eka Maleka Hayati

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese script learning media are (1) Introduction of Javanese script, (2) Sandhangan, (3) Couples, (4) Swara script, (5) Wilangan. In making learning media researchers used Adobe Flash CS6 software, CorelDraw X5, Adobe Photoshop CS6 and Adobe audition CS6, with the final product being an interactive CD (Compact Disk). Validation test from material experts and media experts got the criteria of "good" - "very good", while the results of the final product trial evaluation with 52 students stated "agreeing" - "strongly agreeing" with the use of Javanese script learning media. thus the Javanese alphabet learning media on elementary students of Muhammadiyah Weleri was declared feasible to be used in learning activities to read and understand Javanese script.