The use of the terminology of Islam Literature and Islamic Literature by literary academics and readers in Indonesia is still confusing. It is inseparable from the development of Islam in Indonesia after the New Order. At that time, publishers had a unilateral claim that their work was the work of Islam literature or Islamic literature. Based on that, this study aims to find the definition and characteristics of the terminology of Islam Literature and Islamic Literature. This study uses the dialectical method, which is a method that contrasts several different views on a problem, in this case, the definition of Islam Literature and Islamic Literature. To collect data, this study uses a literature study of experts' opinions, literary observers, data on literary works, and the development of Indonesian literature. The results of the discussion show that Islam literature refers to all literary works that are strictly based on the text of the holy book and hadith; while Islamic literature can be more fluid than Islamic literature, it does not have to be based on scriptures and hadith, but the values contained in it must be still based on Islamic teachings.
This study discusses the dominance of the power on the existence of crossplayer in the private-public space of cyberspace. The subjects of this study were four respondents consisting of 2 female to male (F2M) crossplayers and 2 male to female (M2F) crossplayers. This study uses a critical discourse analysis approach to reveal cultural phenomena using Sartre's concept of Being and Foucault's concept of the power of discourse. The results of this study indicate that crossplay in Indonesia is not an easy thing to do. The rejection from the community is quite large because of the negative stigma for cross-dressed people. Crossplay actors have to disguise their identities on social media and operate clandestinely, as a form of their negotiation against the power of the majority discourse who rejects their existence. They also form a community so that they still have a place to actualize their hobby. The creation of a community is also a protective area for various crossplay activities from the power of the majority discourse. Their activities on social media are still carried out in these conditioned public spaces, because the followers are people who like Japanese culture who support crossplay discourse.
Penelitian ini bertujuan untuk mengungkap kehadiran nuansa patriarki di dalam penggunaan konsep sekufu dalam dua novel Habiburrahman El Shirazy berjudul Cinta Suci Zahrana(CSZ) dan Bidadari Bermata Bening(BBB). Penelitian ini menggunakan metode deskriptif analisis, yang menggunakan bantuan teori arena dan kuasa kapital dari Pierre Bourdieu untuk memetakan pertentangan modal dari masing-masing tokoh yang berkonflik. Selain itu, sebagai landasan teori untuk menganalisis keberadaan nuansa patriarki digunakan konsep peran gender dalam Islam dari Shihab dan Umar.Hasil penelitian menunjukkan bahwa gambaran konsep sekufu pada kedua teks tidak benar-benar mencerminkan kesetaraan di antara laki-laki dan perempuan. Simpulan penelitian ini yaitu tokoh perempuan digambarkan lebih berkualitas dari pada tokoh laki-laki di dalam kedua teks. Namun, kekurangan tokoh laki-lakitersebut ditutupi oleh teks dengan wacana patriarki, yaitu wacana nasab baik dan wacana tubuh perempuan (status perawan tua dan janda). Kata Kunci: Konsep sekufu, Patriarki, Peran gender dalam Islam
This research is a continuation of the Kampung Jerman simulation research. Kampung Jerman is a massive role-playing simulation, in which there are various places and situations from various professions and themes of daily life that students can play to practice their spontaneous speaking skills in German language. The purpose of this research is to find a supporting game that can add a fun aspect to the Kampung Jerman simulation. It is intended to create a more comfortable condition to reduce the pressure on students during speaking practice. In addition, the use of Indonesian folk games is expected to give the participants a familiar impression and there is no need for complicated explanations on how to play them. Data were collected through questionnaires given to students representing various levels of language ability. The analytical method used is descriptive-qualitative based on the results of the questionnaire. The results of the analysis show that the six new games have a very high pleasant aspect and have a positive effect on the German language skills of beginners. The number of points given by respondents is almost perfect. There were no negative responses to any of the questionnaire statements. In addition, it is assumed that the game can increase respondents' interest in practicing their German language. From their selection of games, it appears that they think games that use more vocabulary and sentence formation are the best way to complete the Kampung Jerman simulation than games that only emphasize the physical aspect.
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