Nina Hayuningtyas
Biographic Data
| ID | 9050211 |
|---|---|
| NAME | Nina Hayuningtyas |
| GIVEN NAMES | Nina |
| FAMILY NAME | Hayuningtyas |
| SIGNATURE | HAYUNINGTYAS N |
| AFFILIATIONS | Universitas Islam Jember |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Seblang Dance's Cultural Semantics
This study aims to identify the semiotic meaning embedded in each ornament worn by Seblang dancer and contribute substantially to the Oseng language and tribe, preserving this culture is closely related to the growth of Banyuwangi's tourism industry. The phases of gathering data are observation interviews, and documentation. This study employed data analysis techniques from the interactive model of Miles and Huberman (Miles Huberman, 2015), which…
Pengaruh Konotasi Negatif Akronim Aplikasi Pemerintah dan Implikasinya terhadap Persepsi Publik
This study aims to investigate the impact of negative connotations in acronyms used by 11 Indonesian government applications. The research focuses on understanding public perception of these acronyms, especially those with vulgar and sexist connotations. The methodology includes a combination of observation and survey methods. Primary data were collected by recording acronyms from official government websites, while secondary data were obtained t…
Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost…
No prominent works on this page.
Kahoot, is it fun or unfun? Gamifying vocabulary learning to boost exam scores, engagement, and motivation
In language learning environments, technology is rapidly manipulated to encourage engagement, promote autonomy, and boost motivation. Many instructors have initiated to exploit online platforms and tools as a more engaging alternative to conventional activities. One of the engaging, and enjoyable games is Kahoot. The purpose of this study is to perceive the course content of Kahoot in the classroom to increase exam scores in vocabulary, and boost…
Pengaruh Konotasi Negatif Akronim Aplikasi Pemerintah dan Implikasinya terhadap Persepsi Publik
This study aims to investigate the impact of negative connotations in acronyms used by 11 Indonesian government applications. The research focuses on understanding public perception of these acronyms, especially those with vulgar and sexist connotations. The methodology includes a combination of observation and survey methods. Primary data were collected by recording acronyms from official government websites, while secondary data were obtained t…
Seblang Dance's Cultural Semantics
This study aims to identify the semiotic meaning embedded in each ornament worn by Seblang dancer and contribute substantially to the Oseng language and tribe, preserving this culture is closely related to the growth of Banyuwangi's tourism industry. The phases of gathering data are observation interviews, and documentation. This study employed data analysis techniques from the interactive model of Miles and Huberman (Miles Huberman, 2015), which…
Political science (2 works) · Autonomy (1 work) · Computer Science (1 work) · Cultural and Artistic Studies (1 work) · Cultural and Religious Practices in Indonesia (1 work) · Cultural heritage (1 work) · Cultural tourism (1 work) · Education, Sociology, Communication Studies (1 work) · Educational Games and Gamification (1 work) · Exploit (1 work)