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Penerapan Model Discovery Learning Berbantu Media Spinning Wheel dalam Pembelajaran Menelaah Teks Serat Wedhatama Pupuh Pangkur Siswa Kelas X Kuliner 1 SMK Mataram Semarang Tahun 2022/2023 Safitri, Ima Yulia; Sunarya, Sunarya; Sulanjari, Bambang
JISABDA: Jurnal Ilmiah Sastra dan Bahasa Daerah, Serta Pengajarannya Vol 6, No 2: Desember 2025
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jisabda.v6i2.16725

Abstract

The background of this research is the lack of students' interest in the text of Serat Wedhatama Pupuh Pangkur which only contains chapters and complete sentences. Thus, the formulation of the problem can be formed as a result of applying the discovery learning model assisted by the rotating wheel media in Wedhatama's fibrous text repetition learning. Pupuh Pangkur for class X students of Mataram Mataram Vocational School in the 2022 academic year/2023 academic year. The purpose of this study was to describe the results of applying the Spinning Wh eel in learning and studying the text of Wedhatama Pupuh Pangkur. This research includes descriptive quantitative research, because the data obtained is calculated in a quantitative descriptive manner by presenting the results of data calculations. The source of this research data is the results of student scores in learning the Wedhatama Pupuh Pangkur fiber text. The technique used for data collection is testing and testing techniques. Sampling in this study using a purposive sampling technique. Based on the data analysis above, the results of this study can be stated: 1) Class X Culinary 1 does not use a Spinning Wheel, so students get bored easily when distributing material. 2) In Class X Culinary 1 using the Spinning Wheel, students tend to be enthusiastic and focus on the material presented.
PENERAPAN MEDIA GAME EDUKASI BERBASIS SMARTBORT DALAM PEMBELAJARAN MENULIS AKSARA JAWA DI SMP Prasetyo, Daniel Dwi; Alfiah, Alfiah; Sunarya, Sunarya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 2 (2026): Volume 11 No. 02, Juni 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i2.55776

Abstract

Javanese script as a cultural heritage is currently threatened with extinction due to the lack of interest and innovation in learning, particularly at the junior high school level. This study aims to describe the implementation of smartboard-based educational game media and examine students' responses in learning to write Javanese script in grade VII of SMP Negeri 2 Donorojo. The method used is descriptive qualitative with an implementation study design. Data were collected through post-test and questionnaire instruments from 22 students and analyzed using the percentage technique based on Riduwan's (2013) assessment classification. The results show that the students' average post-test score reached 84.90 with a classical completeness rate of 100%, categorized as "Very Good." All students successfully exceeded the minimum competency criterion (KKM) of 75. Students' responses toward the media were also highly positive, marked by high enthusiasm, increased learning motivation, and greater ease in understanding and writing Javanese script. The interactivity of the smartboard and competitive elements in the game were key factors driving active student engagement. This study concludes that smartboard-based educational game media is effective as an innovative learning alternative that supports the preservation of Javanese culture through formal education.