The strength of film as a medium that represents and constructs reality with the storyline which is symbolically packaged, through substance and full of socio-cultural values. This study is to describe the deconstruction of femininity and women's resistance meaning in the “Mother†movie. This research is a descriptive qualitative text research using main analysis of critical discourse by Sara Mills. The subject is the “Mother†movie, a thriller drama directed by Bong Joon-Ho. Collecting data at the text level, especially through documentation and literature studies, and furthermore, data is validated through FGD with experts who have experience and knowledge according to the object of research. The results explain the deconstruction of feminine values and women's resistance meaning in the “Mother†movie positioning women as objects. At this level, there is an objectification of women through the main character played by Hye ja, although another tendency appears which also positions women as subjects in the storyline. The emergence of physical and emotional aspects of femininity strengthens the objectification of women in the film. However, there is a dissection on femininity and resistance value in the film due to the emotional dynamics of the main character’s complex character. Finally, the existence of media as an industry and the power of messages makes the practice of media commodification depends on the owners, so it’s possible that the image of the female character in the film is used to represent a form of media power over the commodification of the message conveyed.
This article aims to see how the three premises of Blumer's Symbolic Interactionism are able to explain the phenomenon of the Tablighi Jamaat preaching in the form of khuruj and jaulah. The question to be answered in this article is how Tablighi Jamaat interprets the concept of da'wah (preaching), how the meaning constructed and how the meaning maintained or modified. Using the ethnographic method, this study looks at how the three premises of Blumer Symbolic Interactionism work. Based on the findings and results of the analysis, it was found that the construction of the meaning of da'wah in the Tablighi Jamaah was very different from the general understanding of the community. According to the Tablighi Jamaat, da’wah is not a lecture but invites others to obey the rules of Islam. The main purpose of da'wah according to the Tablighi Jamaat is not to improve others but to improve themselves and is obligatory for every Muslim. This series of meaningful constructs has been built since the beginning of this movement, started by Maulana Ilyas. Long before Maulana Ilyas chose and maintained the madrasa as a method of da'wah while continuing to evaluate it to the conclusion that madrasas were not the right solution to improve society as a whole. Furthermore, he applied the methods of da'wah and tabligh which he obtained not from social interaction, but obtained from God's inspired inspiration. Thus, in this phenomenon, the perspective of Blumer Symbolic Interactionism seems to be limited and unable to explain it thoroughly.
The recommendation of the PPPA Ministry is that children should ideally be allowed to use gadgets after they are at least 13 years old. However, the fact is that in Alastuwo Village, Kebakkramat, Karanganyar, many children under the age of 13 are addicted to gadgets. For this reason, the UIN Raden Mas Said Surakarta service team intends to provide a solution to this problem through a traditional game outreach program. The method used is Participatory Action Research (PAR) by actively participating in activities with the subject of Alastuwo Village children who are studying from kindergarten to elementary school. There are three types of games that we socialize. They are jumping rope, marbles, and gobak sodor. This program shows positive results, that are evidenced by the reduced frequency and intensity of using gadgets in children. In addition, this game is also continuously repeated by children in the following days along with peers. We hope that this program can be recommended and carried out in other areas experiencing similar problems, both with the same game and other types of traditional games.
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