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Legenda Tokoh Jokotole sebagai Representsi Pendidikan Karakter dalam Pengembangan Media Aplikasi Android pada Pembelajaran Bahasa Indonesia Aspek Kemampuan Membaca Kelas VII Di SMP Negeri se-Kabupaten Bangkalan Ahmad Jami'ul Amil; Arief Setyawan; Prita Dellia
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (76.782 KB) | DOI: 10.21070/picecrs.v2i1.2385

Abstract

These studies are research on the development of research and development (R & D) using the Borg and Gall model. However, this development research takes several stages, namely, problem identification, information gathering, product design, and product testing. The results of the study found that Jokotole figures were legendary figures in the Madura region from Bangkalan, Sampang, Pamekasan, and Sumenep. The legend of Jokotole is found in every legend in the villages of Madura, there are 38 stories that tell the character of Jokotole both in his journey (stop) so as to create his own legend or narrate the battle against his enemies, while in the Bangkalan region there are 12 legends which tell Jokotole namely in the area of talk, keleyen, tip plate, and so forth. In this development research, the Jokotole story was made the main character in its emergence as a learning media based on andorid, because the tendency of the majority of Madurese people to accept Jokotole figures as positive figures starting from Jokotole's birth, journey, chivalry, spirituality, and death. Furthermore, in the development research this took the legend of the villages that gave rise to the character of Jokotole. Andorid media based on learning media applications ranging from stories, places (the area adopted from google map maps, questions, and reading ability tests using the ability formula to read elementary school children, namely junior high school. Jokotole figures in the andorid learning media application created using multimedia unity and design Corel Draw with Story Board Jokotole character journey when visiting the western Madura area until the trip in Bangkalan area, namely in the village of Telang, Socah, Ujung Plate, Bancaran, and Jambu Village.
Development of Virtual Reality Based Maritime Literature Learning: Exploring Madurese Local Wisdom in the Folklore of Jokotole Ahmad Jami'ul Amil; Prita Dellia; Nor Hasimah Ismail; Mohammad Syawal Narawi
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 5 No. 1 (2023)
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.v5i1.6375

Abstract

This study focuses on the development of Virtual Reality (VR)-based language learning media, literature, and teaching to enhance writing skills and facilitate the process of learning literature and local knowledge related to ships, naval warfare strategies, and understanding Jokotole stories while incorporating local wisdom. The research follows the Borg and Gall Research and Development model, consisting of seven stages: problem identification, information gathering, product design, product testing, design revision, design validation, and product revision. The developed learning media is intended for use on android or similar devices, utilizing a virtual box, and integrates Madurese local wisdom from folklore through VR technology. The research aims to address two main questions: (1) How to develop VR-based learning media for maritime literature that focuses on local wisdom related to sailing and naval warfare strategies in Jokotole folklore, and (2) What is the process of reading learning using VR media? The research findings include the development of a storyboard based on the Jokotole legend using unity software and limited to five events. The naval strategy incorporates the influence of the Jokotole figure and their authority. Furthermore, shipping technology and weapons involve the use of sickles, machetes, and whips, while the ship model (Cadik) functions as transportation. The study concludes that the process of learning literature using VR media enhances student enthusiasm and facilitates the formation of writing ideas. VR media is highly engaging for students and can be an alternative approach in literature learning, allowing for the reinterpretation of folklore content.