J-Simbol: Jurnal Magister Pendidikan Bahasa dan Sastra Indonesia

J-Simbol: Jurnal Magister Pendidikan Bahasa dan Sastra Indonesia is a biannual journal (April and September) published by the Master of Indonesian Language and Literature Education study program, Faculty of Teacher Training and Education, University of Lampung.

The journal aims to promote the development of links between research in education, linguistics, applied linguistics, arts, as well as literature and its application in professional and educational settings. Therefore, the journal in... Readmore

J-Simbol: Jurnal Magister Pendidikan Bahasa dan Sastra Indonesia is a biannual journal (April and September) published by the Master of Indonesian Language and Literature Education study program, Faculty of Teacher Training and Education, University of Lampung.

The journal aims to promote the development of links between research in education, linguistics, applied linguistics, arts, as well as literature and its application in professional and educational settings. Therefore, the journal invites researchers, scholars, students to submit their research articles and literature reviews for publication in this journal.

Previous Website OJS-2: [Suspended]

ISSN
2355-4061 (printed) | 2830-5256 (online)
Published
2025-06-01
sinta-4

Articles

PENERAPAN METODE PEMBELAJARAN KOOPERATIF TIPE JIGSAW PADA MATERI FIQIH DALAM MENINGKATKAN HASIL BELAJAR SISWA

Penelitian ini bertujuan untuk mengeksplorasi penggunaan metode pembelajaran kooperatif tipe Jigsaw dalam upaya meningkatkan pencapaian akademik siswa terhadap materi pelajaran Fiqih di SDN 2 Taman Kursi. Metode ini melibatkan kolaborasi aktif antara siswa dalam kelompok kecil untuk memecahkan masalah dan saling berbagi pengetahuan. Subjek penelitian ini adalah SDN 2 Taman Kursi Siswa kelas 6 yang berjumlah 20 orang. Data hasil belajar siswa dikumpulkan melalui tes sebelum dan sesudah intervensi, kemudian dianalisis untuk membandingkan peningkatan pencapaian antara kedua kelompok. Analisis data dilakukan menggunakan pendekatan kualitatif deskriptif dan inferensial. Hasil penelitian menunjukkan bahwa penerapan metode pembelajaran kooperatif tipe Jigsaw secara signifikan meningkatkan pencapaian akademik siswa dalam pelajaran Fiqih di SDN 2 Taman Kursi Sumbermalang Situbondo  dibandingkan dengan metode pembelajaran konvensional. Temuan ini menggambarkan potensi metode Jigsaw sebagai alat yang efektif dalam meningkatkan pemahaman dan keterampilan siswa terhadap materi Fiqih. Implikasi dari penelitian ini menyoroti pentingnya pendekatan kolaboratif dalam memperkuat proses pembelajaran di kelas, khususnya dalam konteks pelajaran agama.   This study aims to explore the utilization of the Jigsaw cooperative learning method in an effort to enhance the academic achievement of students in the subject of Fiqih at SDN 2 Taman Kursi. This method involves active collaboration among students in small groups to solve problems and share knowledge. The subjects of this research were 20 sixth-grade students from SDN 2 Taman Kursi. Student learning outcomes were assessed through pre- and post-intervention tests, then analyzed to compare the improvement in achievement between the two groups. Data analysis was carried out using qualitative descriptive and inferential approaches. The results indicate that the implementation of the Jigsaw cooperative learning method significantly enhances students' academic achievement in Fiqih at SDN 2 Taman Kursi compared to conventional teaching methods. These findings illustrate the potential of the Jigsaw method as an effective tool in improving students' understanding and skills in Fiqih. The implications of this study highlight the importance of collaborative approaches in strengthening the learning process in the classroom, particularly in the context of religious education.

ANALISIS STRATEGI PEMBELAJARAN PADUAN SUARA DALAM PRESPEKTIF KOGNITIVISME DI GITA NADA LAMPUNG COMMUNITY

This study aims to analyze choir learning strategies from a cognitive perspective, and to observe how choir members receive and process information provided by the trainer. According to Piaget, there are two aspects that are used as references in children's cognitive development, namely the cognitive structure that children already have, and new information that children obtain from the environment, experience, and social interaction. This study uses a qualitative approach with a case study design. Data collection techniques in this study were obtained from observation, interviews, and documentation. The theory used in this study is Jean Piaget's cognitive development and uses Bloom's taxonomy as a reference for research. The results obtained from this study are that in the learning process, the choir trainer conducts learning in stages which aims to help members understand each piece of information provided. This is also one way for the trainer to overcome the differentiation of abilities in each member so that they can achieve equality to develop. Applying thinking skills and varied learning methods in learning song notation helps members achieve deeper and more meaningful learning.   Penelitian ini bertujuan untuk menganalisis strategi pembelajaran paduan suara dalam prespektif kognitivisme, serta mengobervasi bagaimana anggota paduan suara dalam menerima dan memproses informasi yang diberikan oleh pelatih. Menurut Piaget terdapat dua aspek yang menjadi acuan dalam perkembangan kognitif anak yaitu struktur kognitif yang telah dimiliki anak, dan informasi baru yang peroleh anak dari lingkungan, pengalaman, dan interaksi sosial. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi kasus. Teknik pengumpulan data pada penelitian ini diperoleh dari observasi, wawancara, dan dokumentasi. Teori yang digunakan pada penelitian ini adalah perkembangan kognitif Jean Piaget serta menggunakan taksonomi Bloom sebagai acuan penelitian. Hasil yang diperoleh dari penelitian ini yaitu pada proses pembelajaran, pelatih paduan suara melakukan pembelajaran secara bertahap yang bertujuan membantu anggota untuk memahami setiap informasi yang diberikan. Hal tersebut juga menjadi salah satu cara yang dilakukan pelatih untuk mengatasi diferensiasi kemampuan pada setiap anggota sehingga dapat memperoleh kesetaraan untuk berkembang. Menerapkan keterampilan berpikir dan metode pembelajaran yang variatif dalam mempelajari notasi lagu membantu anggota dalam mencapai pembelajaran yang lebih mendalam dan bermakna.

PENGEMBANGAN SCRABB GEH SEBAGAI MEDIA PEMBELAJARAN TARI BEDANA

This study aims to develop a multimedia-based learning media called scrabb geh with Bedana Dance material. This study describes one of the stages carried out in developing scrabb geh media, namely develop. This study uses the Thiagarajan 4D model through 4 stages of define, design, develop, and disseminate involving 42 students, 1 art and culture teacher, 1 material expert, and 1 media expert. The results of the study indicate that there are 4 stages of media development or design in scrabb geh media, namely; (1) character creation using the Dzine.Ai website is carried out through several stages, starting from photographing dancers, to the rendering stage; (2) making music through the Suno.Com website to produce instrumental music; (3) making music through Fl Studio by batik sound in the piano roll menu; (4) making media displays using the canva application is done by creating graphic elements including letter blocks, scrabble boards, movement names, back buttons, and next buttons, continued by creating dancer characters, adding background music and the last process is continued by making the scrabble game section.   Penelitian ini bertujuan untuk mengembangakan media pembelajaran bernama scrabb geh berbasis multimedia dengan materi Tari Bedana. Penelitian ini menjabarkan salah satu tahapan yang dilakukan dalam mengembangkan media scrabb geh yaitu develop atau pengembangan. Penelitian ini menggunakan  model 4D Thiagarajan  melalui 4 tahapan  define, design, develop, dan disseminate dengan melibatkan 42 siswa, 1 guru seni budaya, 1 ahli materi, dan 1 ahli media. Hasil penelitian menunjukkan bahwa terdapat 4 tahap pengembangan media atau design pada media scrabb geh yaitu; (1) pembuatan karakter menggunakan website Dzine.Ai dilakukan melalui beberapa tahap, dimulai dari memotret foto penari, hingga sampai pada tahap rendering; (2) pembuatan musik melalui website Suno.Com untuk menghasilkan musik instrumental; (3) pembuatan musik melalui Fl Studio dengan membatik suara di menu piano roll; (4) pembuatan tampilan media menggunakan aplikasi canva dilakukan dengan membuat elemen grafis diantaranya balok huruf, papan scrabble, nama gerak, tombol kembali, dan tombol berikutnya, dilanjutkan dengan membuat karakter penari, menambahkan musik latar belakang dan proses terakhir dilanjutkan dengan pembuatan bagian permainan scrabble.

MOTODE PEMBELAJARAN TARI UNTUK PESERTA DIDIK BERKEBUTUHAN KHUSUS DI SLB KOTA BANDAR LAMPUNG

The term deaf or hearing impaired is a condition of hearing organ dysfunction of a person with mild or moderate hearing loss. This results in their limitations in responding to sounds around them. The purpose of this study is to determine and describe the dance learning method for special needs deaf students at SLB Bandar Lampung City. The study will be conducted using a qualitative method with data collection techniques of interviews, observations, literature study questionnaires, and documentation. Data are analyzed with the stages of data reduction, data presentation, and drawing conclusions. The results of the study of dance learning methods used by deaf students, namely; (1) oral method, namely explanation using the lips, (2) gesture method, namely by giving instructions/signs, (3) demonstration method, namely demonstrating movements directly, (4) peer tutor method, namely learning with friends, and (5) drill method, namely practice method.   Istilah tuli atau tunarungu adalah kondisi ketidakfungsian organ pendengaran seseorang dengan gangguan pendengaran ringan maupun sedang. Hal tersebut mengakibatkan keterbatasan mereka dalam merespon bunyi-bunyi yang ada disekitarnya. Tujuan penelitian ini adalah untuk mengetahui dan mendeskripsikan motode pembelajaran tari untuk peserta didik berkebutuhan khusus tunarungu di SLB Kota Bandar Lampung. Penelitian akan dilakukan dengan metode kualitatif dengan teknik pengumpulan data wawancara, observasi, kuisioner studi literatur, dan dokumentasi. Data dianalisis dengan tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian metode pembelajaran tari yang digunakan oleh peserta didik tunarungu, yaitu; (1) metode oral yaitu penjelasan dengan menggunakan bibir, (2) metode isyarat yaitu dengan memberikan petunjuk/tanda, (3) metode demonstrasi yaitu memperagakan gerak secara langsung, (4) metode tutor sebaya yaitu belajar dengan teman, dan (5) metode drill yaitu metode latihan.

RASINA DAN BELENGGU DISKRIMINASI: TINJAUAN POSKOLONIAL NOVEL RASINA KARYA IKSAKA BANU

The problem in this research concerns gender discrimination faced by the character Rasina in the novel “Rasina” by Iksaka Banu. The method used in this research is descriptive qualitative with literary content analysis methods. The data analyzed is in the form of words, phrases, clauses and sentences which indicate the existence of forms of gender discrimination in the novel Rasina. The research results show that the character Rasina experiences various forms of gender discrimination, including subordination, stereotypes and violence. Rasina experienced subordination both from the colonialists and from local patriarchal structures. Gender stereotypes towards Rasina reflect the view that women have limited access to economic and social opportunities and are considered incapable of fighting for their own interests. The violence experienced by Rasina shows how women are placed in a lower position in the social and cultural hierarchy. Through the character Rasina, Iksaka Banu expresses criticism of the injustices that occur in a patriarchal society.   Masalah dalam penelitian ini mengenai diskriminasi gender yang dihadapi oleh tokoh Rasina dalam novel "Rasina” karya Iksaka Banu. Metode yang digunakan dalam penelitian ini adalah kualitatif deskriptif dengan metode analisis konten sastra. Data yang dianalisis berupa kata, frasa, klausa, dan kalimat yang menunjukkan adanya bentuk diskriminasi gender dalam novel Rasina. Hasil penelitian menunjukkan bahwa tokoh Rasina mengalami berbagai bentuk diskriminasi gender, termasuk subordinasi, stereotip, dan kekerasan. Rasina mengalami subordinasi baik dari penjajah maupun dari struktur patriarkal asya. Stereotip gender terhadap Rasina mencerminkan pandangan bahwa perempuan memiliki akses terbatas terhadap kesempatan ekonomi dan sosial serta dianggap tidak mampu memperjuangkan kepentingannya sendiri. Kekerasan yang dialami Rasina menunjukkan bagaimana perempuan ditempatkan pada posisi yang lebih rendah dalam hierarki sosial dan budaya. Melalui karakter Rasina, Iksaka Banu mengungkapkan kritik terhadap ketidakadilan yang terjadi dalam asyarakat patriarki.

ANALISIS BIBLIOMETRIK PENGGUNAAN CHATGPT DALAM PEMBUATAN VIDEO MENGGUNAKAN VOSVIEWER

This research bibliometrically analyzes the use of ChatGPT in video production, driven by the rapid development of artificial intelligence (AI) technology and its impact on education and digital media. The aim is to explore in depth how ChatGPT is utilized in the video production process, identifying its benefits, challenges and impact on creativity and efficiency. The methodology involved collecting 100 relevant journals from 2020-2024 using Publish or Perish 8, and then analyzing the data with VOSviewer for network, density, and temporal visualization of keywords. The results showed that “video,” “ChatGPT,” and “artificial intelligence” were the most dominant and interconnected keywords, signaling the strong relevance of AI in video production. The temporal visualization also showed a shift in focus to technical and visual aspects, suggesting that ChatGPT has gone beyond the role of basic writing to become a digital partner that supports project-based learning and creativity. In conclusion, ChatGPT proved to be adaptive and has potential in various stages of video production, despite the need for attention to digital literacy and ethical usage.   Penelitian ini menganalisis secara bibliometrik penggunaan ChatGPT dalam pembuatan video, didorong oleh perkembangan pesat teknologi kecerdasan buatan (AI) dan dampaknya pada pendidikan serta media digital. Tujuannya adalah untuk mengeksplorasi secara mendalam bagaimana ChatGPT dimanfaatkan dalam proses produksi video, mengidentifikasi manfaat, tantangan, dan dampaknya terhadap kreativitas serta efisiensi. Metodologi yang digunakan meliputi pengumpulan 100 jurnal relevan dari tahun 2020-2024 menggunakan Publish or Perish 8, kemudian data dianalisis dengan VOSviewer untuk visualisasi jaringan, kepadatan, dan temporal kata kunci. Hasil penelitian menunjukkan bahwa "video," "ChatGPT," dan "artificial intelligence" adalah kata kunci paling dominan dan saling terhubung, menandakan relevansi kuat AI dalam produksi video. Visualisasi temporal juga memperlihatkan pergeseran fokus ke aspek teknis dan visual, menunjukkan bahwa ChatGPT telah melampaui peran penulisan dasar menjadi mitra digital yang mendukung pembelajaran berbasis proyek dan kreativitas. Kesimpulannya, ChatGPT terbukti adaptif dan potensial dalam berbagai tahap produksi video, meskipun perlu perhatian terhadap literasi digital dan etika penggunaan.

PENERAPAN KECERDASAN BUATAN DALAM SISTEM REKOMENDASI PRODUK E-COMMERCE

The rapid evolution of digital technology and the shift towards e-commerce necessitate the adoption of intelligent technologies, including artificial intelligence (AI), to enhance competitiveness, customer loyalty, and operational efficiency. This study aims to provide a comprehensive review of AI implementation in e-commerce product recommendation systems, addressing technical and strategic aspects alongside implementation challenges, particularly for Indonesian SMEs. A systematic literature review of accredited national journals and textbooks from 2020–2024 was conducted, complemented by bibliometric analysis using Publish or Perish, Mendeley, and VOSviewer. Findings reveal AI's critical role in personalizing product recommendations, automating customer service via chatbots, and analyzing consumer behavior for precise needs prediction. Nevertheless, AI adoption, especially by SMEs, faces significant hurdles such as high costs, limited digital literacy and technological infrastructure, and data privacy concerns. In essence, while AI offers revolutionary potential for enhancing e commerce efficiency and customer experience, its successful and inclusive adoption hinges on integrated strategies that address technical, social, and economic barriers.   Pesatnya perkembangan teknologi digital dan pergeseran aktivitas jual beli ke ranah e-commerce menuntut adaptasi teknologi cerdas, termasuk kecerdasan buatan (AI), guna meningkatkan daya saing, loyalitas pelanggan, serta efisiensi operasional. Kajian ini bertujuan menyajikan tinjauan terpadu penerapan AI dalam sistem rekomendasi produk e-commerce, mencakup aspek teknis, strategis, dan kendala implementatifnya, khususnya bagi UMKM di Indonesia. Metodologi studi literatur sistematis terhadap jurnal nasional terakreditasi dan buku ajar dalam rentang tahun 2020–2024 digunakan, didukung analisis bibliometrik via Publish or Perish, Mendeley, dan VOSviewer. Hasil penelitian mengindikasikan bahwa AI sangat krusial dalam personalisasi rekomendasi produk, otomasi layanan pelanggan melalui chatbot, dan analisis perilaku konsumen untuk memprediksi kebutuhan. Di sisi lain, penerapan AI, khususnya bagi UMKM, masih menghadapi tantangan signifikan seperti biaya tinggi, keterbatasan literasi digital dan infrastruktur teknologi, serta isu privasi data. Singkatnya, meskipun AI menawarkan potensi revolusioner dalam meningkatkan efisiensi dan pengalaman pelanggan di e-commerce, keberhasilan adopsinya secara inklusif dan berkelanjutan bergantung pada strategi terpadu yang mengatasi hambatan teknis, sosial, dan ekonomi.

APLIKASI PANDAI CAWA LAMPUNG SEBAGAI MEDIA PEMBELAJARAN GURU SEKOLAH DASAR UNTUK PENGUATAN PROFIL PELAJAR PANCASILA

This study aims to develop the Pandai Cawa Lampung Application as an Android-based learning medium to assist elementary school teachers in teaching Lampung Language and Script while strengthening the Pancasila Student Profile through regional language preservation. This development was motivated by the limited availability of Lampung language learning media, students’ low interest in local content subjects, and the importance of technological innovation in elementary education. The application is designed with features including A and O dialect dictionaries, language and script translators, educational games, animated folklore videos, and Lampung oral literature to create a more engaging, interactive, and accessible learning experience. The research method employed was Research and Development (R&D) using the ADDIE model, which includes analysis, design, and development stages. Data were collected through observation, interviews, validation by media experts, Indonesian language experts, Lampung language experts, and limited trials involving 50 elementary school students from five schools. Research instruments consisted of validation questionnaires and student response surveys to measure product feasibility. The results indicate that the application achieved a very high level of validity, with media expert validation reaching 97.5%, Lampung language expert validation 96.44%, and student responses 87.24% (very valid). These findings demonstrate that the Pandai Cawa Lampung Application is highly feasible as an innovative learning medium to enhance Lampung language education, preserve local culture, and support the strengthening of Pancasila Student character.   Penelitian ini bertujuan mengembangkan Aplikasi Pandai Cawa Lampung sebagai media pembelajaran berbasis android untuk membantu guru sekolah dasar dalam pembelajaran Bahasa dan Aksara Lampung sekaligus memperkuat Profil Pelajar Pancasila melalui pelestarian bahasa daerah. Pengembangan ini dilatarbelakangi oleh keterbatasan media pembelajaran Bahasa Lampung, rendahnya minat belajar siswa terhadap muatan lokal, serta pentingnya inovasi teknologi dalam pendidikan dasar. Aplikasi ini dirancang dengan fitur kamus dialek A dan O, penerjemah bahasa dan aksara, permainan edukatif, video animasi cerita rakyat, dan sastra lisan Lampung agar pembelajaran lebih menarik, interaktif, dan mudah diakses. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi analisis, desain, dan pengembangan. Data diperoleh melalui observasi, wawancara, validasi ahli media, ahli bahasa Indonesia, ahli bahasa Lampung, serta uji coba terbatas kepada 50 siswa sekolah dasar dari lima sekolah. Instrumen penelitian berupa angket validasi dan respons siswa untuk mengukur tingkat kelayakan produk. Hasil penelitian menunjukkan bahwa aplikasi memiliki tingkat validitas sangat tinggi, dengan penilaian ahli media 97,5%, ahli bahasa Lampung 96,44%, dan respons siswa 87,24% (sangat valid). Temuan ini membuktikan bahwa Aplikasi Pandai Cawa Lampung layak digunakan sebagai media pembelajaran inovatif untuk meningkatkan pembelajaran Bahasa Lampung, melestarikan budaya lokal, dan mendukung penguatan karakter Pelajar Pancasila.

PENGEMBANGAN MEDIA PEMBELAJARAN MKWK BAHASA INDONESIA BERBASIS ARTIFICIAL INTELLIGENCE UNTUK MELATIH BERPIKIR KRITIS MAHASISWA

This study aims to develop an artificial intelligence (AI)-based Indonesian language learning resource for the MKWK course to train the critical thinking skills of students at the University of Lampung. The development was undertaken due to the lack of AI-based audiovisual resources that support Indonesian language learning in higher education institutions in accordance with the Merdeka Curriculum. The study employed a Level 4 Research and Development (R&D) method using the Borg and Gall model, simplified into eight stages. Data were collected through interviews, needs analysis questionnaires, expert validation, and student feedback. The product was developed using Canva AI, Fliki, Toonme, and D-ID in the form of audio-visual instructional videos. Data analysis was conducted qualitatively and quantitatively using descriptive statistics and Criterion-Referenced Assessment (CRA). The research results indicate that the developed media falls into the “highly suitable” category based on validation by media experts (85%), language experts (86.25%), product experts (82.75%), and student feedback. This AI-based learning media is deemed effective in enhancing students’ understanding of the material, academic writing skills, and critical thinking abilities.   Penelitian ini bertujuan mengembangkan media pembelajaran MKWK Bahasa Indonesia berbasis Artificial Intelligence (AI) untuk melatih kemampuan berpikir kritis mahasiswa Universitas Lampung. Pengembangan dilakukan karena belum tersedianya media audio-visual berbasis AI yang mendukung pembelajaran Bahasa Indonesia di perguruan tinggi sesuai Kurikulum Merdeka. Penelitian menggunakan metode Research and Development (R&D) level 4 dengan model Borg and Gall yang disederhanakan menjadi delapan tahap. Data diperoleh melalui wawancara, kuesioner analisis kebutuhan, validasi ahli, dan respons mahasiswa. Produk dikembangkan menggunakan Canva AI, Fliki, Toonme, dan D-ID dalam bentuk video pembelajaran audio-visual. Analisis data dilakukan secara kualitatif dan kuantitatif menggunakan statistik deskriptif serta Penilaian Acuan Patokan (PAP). Hasil penelitian menunjukkan media yang dikembangkan termasuk kategori “sangat layak” berdasarkan validasi ahli media (85%), ahli bahasa (86,25%), ahli produk (82,75%), dan respons mahasiswa. Media pembelajaran berbasis AI ini dinilai efektif meningkatkan pemahaman materi, keterampilan menulis akademik, dan kemampuan berpikir kritis mahasiswa.

ARABIC LANGUAGE CURRICULUM DEVELOPMENT THROUGH THE FIFTH-GRADE GRAND SPEECH FINAL AT KMI GONTOR PUTRI 1

This study investigates the development of the Arabic language curriculum through the Fifth-Grade Grand Speech Final at KMI Gontor Putri 1. The research aims to analyze how speech performance activities contribute to communicative Arabic learning, character formation, and curriculum enrichment within the pesantren educational system. This study employed a qualitative approach using a case study design. Data were collected through observations, semi-structured interviews, and documentation involving language supervisors, Arabic teachers, student committees, and speech finalists. The findings reveal that the Grand Speech Final functions as an activity-based curriculum development program integrating communicative competence, experiential learning, leadership training, and moral education. Students developed speaking fluency, rhetorical confidence, pronunciation accuracy, and public communication skills through intensive rehearsal and authentic language interaction. The activity also functioned as a hidden curriculum by embedding values of discipline, responsibility, cooperation, and ethical communication within institutional language practices. The study concludes that activity-based Arabic programs can strengthen curriculum implementation beyond formal classroom instruction and provide meaningful communicative experiences for students. This research contributes theoretically to the discourse of Arabic language curriculum development by emphasizing the integration of experiential pedagogy and communicative learning within pesantren-based education.

Indexer Sites