Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia https://ejournal.unib.ac.id/jurnaldiksa <div class="intro" style="width: 500px;"> <ul> <li><strong>ISSN: <a href="https://issn.brin.go.id/terbit/detail/1441941799" target="_blank" rel="noopener">2460-9145 </a>(online)</strong></li> <li><strong>ISSN: <a href="https://issn.brin.go.id/terbit/detail/1441352648" target="_blank" rel="noopener">2460-8734</a> (print)</strong></li> <li><strong>DOI: <a href="https://ejournal.unib.ac.id/index.php/jurnaldiksa/index" target="_self">10.33369/diksa</a></strong></li> <li><strong>URL: </strong><a href="https://ejournal.unib.ac.id/index.php/jurnaldiksa/index" target="_self">https://ejournal.unib.ac.id/index.php/jurnaldiksa</a></li> </ul> </div> UNIB Press en-US Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia 2460-8734 <p>Authors who publish with this journal agree to the following terms:</p><ol><li>Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a <a href="https://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution License</a> that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.</li><li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.</li><li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See <a href="http://opcit.eprints.org/oacitation-biblio.html" target="_blank">The Effect of Open Access</a>).</li></ol> Gamifikasi Pembelajaran Menulis Teks Eksplanasi untuk Siswa Kelas XI SMA https://ejournal.unib.ac.id/jurnaldiksa/article/view/27627 <p>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.</p> Caesar Adlu Hakim Didin Widyartono Copyright (c) 2024 Caesar Adlu Hakim, Didin Widyartono - https://creativecommons.org/licenses/by-sa/4.0 2024-12-01 2024-12-01 10 2 77 92 10.33369/diksa.v10i2.27627 Transformasi Cerita Rakyat ke Multimedia Interaktif: Inovasi Digital sebagai Bahan Ajar https://ejournal.unib.ac.id/jurnaldiksa/article/view/37344 <p>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.</p> Titin Setiartin Eka Wahyu Hidayat Romy Faisal Mustofa Adita Widara Putra Copyright (c) 2024 Titin Setiartin, Eka Wahyu Hidayat, Romy Faisal Mustofa, Adita Widara Putra https://creativecommons.org/licenses/by-sa/4.0 2024-12-01 2024-12-01 10 2 93 105 10.33369/diksa.v10i2.37344 Optimasi Kemampuan Membaca Kritis Mahasiswa melalui Pembelajaran Metaphorming Berbasis Kearifan Lokal dan Aplikasi Flip https://ejournal.unib.ac.id/jurnaldiksa/article/view/37803 <p><em>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.</em></p> Meli Afrodita Catur Wulandari Dwi Ismawati Dwi Lyna Sari Copyright (c) 2024 Meli Afrodita, Catur Wulandari, Dwi Ismawati, Dwi Lyna Sari https://creativecommons.org/licenses/by-sa/4.0 2024-12-01 2024-12-01 10 2 106 119 10.33369/diksa.v10i2.37803 Pengembangan Media Pembelajaran Hikayat Hang Tuah Berbasis 3D Hologram Untuk Kelas X SMA https://ejournal.unib.ac.id/jurnaldiksa/article/view/34517 <p>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&amp;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.</p> Adlina Adlina Taufik Dermawan Karkono Karkono Copyright (c) 2024 Adlina Adlina, Taufik Dermawan, Karkono https://creativecommons.org/licenses/by-sa/4.0 2024-12-01 2024-12-01 10 2 120 130 10.33369/diksa.v10i2.34517 Development of Teaching Materials for Writing Short Stories Based on Local Wisdom of Riau "Batimang" Class XI High School Students https://ejournal.unib.ac.id/jurnaldiksa/article/view/38158 <p>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.</p> Irma Solina Elmustian Elmustian Mangatur Sinaga Copyright (c) 2024 Irma Solina, Elmustian Elmustian, Mangatur Sinaga https://creativecommons.org/licenses/by-sa/4.0 2024-12-15 2024-12-15 10 2 131 146 10.33369/diksa.v10i2.38158