Moch. Yordan Rismarinandyo
Universitas Ahmad Dahlan

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Board Game Sebagai Media Pembelajaran Rempah-Rempah Khas Indonesia Untuk Anak Sekolah Dasar Moch. Yordan Rismarinandyo; Raden Wisnu Wijaya Dewojati; Nafik Azizah; Fikri Khoirul Umardi
Jurnal Teknik Informatika dan Desain Komunikasi Visual Vol 2 No 1 (2023): Jurnal Teknik Informatika dan Desain Komunikasi Visual
Publisher : Fakultas Komputer Dan Desain

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Food is a necessity for every human life. Each country or region has its own special food. Indonesia has various regions that have their own special food, or often called traditional food. Traditional food has a distinctive taste that results from various kinds of herbs and spices. Spices are one of Indonesia's largest export commodities. Indonesia has various kinds of spices which are not only useful for flavoring dishes but can also maintain health. Each of these spices has its own shape, aroma and function. To introduce the various kinds and properties of this spice, learning media are needed that are effective, easy to accept and fun. Educational Teaching Aid (APE) is one of the media used, in this study the APE used is a board game. Board games will be used as a medium to measure students' speed in recognizing and understanding various kinds of Indonesian spices. The purpose of this research is to develop effective, efficient and fun learning media to introduce Indonesian traditional plant learning materials. The research method used is quasi-experimental. The TKT level in this study was level 3. The research location was at SDN Gentan, Ngaglik, Sleman, Yogyakarta.
Pengembangan Alat Peraga Sepeda Listrik Portabel Sebagai Media Pembelajaran Elektronika Daya Barry Nur Setyanto; Pramudita Budiastuti; Moch. Yordan Rismarinandyo; Ronal Fiqih Yulanda
JUPITER (JURNAL PENDIDIKAN TEKNIK ELEKTRO) Vol 8, No 1 (2023)
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jupiter.v8i1.16061

Abstract

Perkembangan teknologi pada kendaraan berbasis energi listrik begitu pesat, dapat khususnya sepeda listrik. Pengembangan dan peningkatan jumlah kendaraan listrik menuntut sumber daya manusia yang terampil dan kompeten pada bidang sepeda listrik. Penelitian ini bertujuan mengembangkan media pembelajaran sepeda listrik yang layak untuk digunakan dalam pembelajaran elektronika daya. Metode penelitian dilakukan dengan pendekatan ADDIE yaitu: Analysis, Design, Development, Implementation, dan Evaluation. Media pembelajaran yang dihasilkan berupa alat peraga sepeda listrik portabel yang telah diuji kelayakannya menggunakan angket oleh dua ahli media dengan skor 3,13 (layak) dan pada pengujian dua ahli materi memperoleh skor 3,17 (layak). Hasil uji pada pengguna dengan jumlah 14 responden menunjukkan pada aspek kelayakan media diperoleh skor rata-rata 3,19 (layak) dan aspek kelayakan materi diperoleh skor 3,28 (Sangat layak). Hasil pengujian ahli maupun pengguna dapat diinterpretasikan bahwa alat peraga sepeda listrik portabel dapat digunakan dalam pembelajaran elektronika daya.
RASA TAKUT DALAM FILM ANIMASI 2 DIMENSI "FEARS" KARYA NATA METLUKHLUKH) Moch. Yordan Rismarinandyo; Ranesti Damarsuri
SENDIKRAF Jurnal Pendidikan Seni dan Industri Kreatif Vol. 4 No. 1 (2023): SENDIKRAF Jurnal Pendidikan Seni dan Industri Kreatif
Publisher : BBPPMPV Seni dan Budaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70571/psik.v4i1.62

Abstract

“Fears” is a graduation film made by Nata Metlukh at Vancouver Film School in 2015. Nata’s first twodimensional animation film got numerous awards at various film festivals. Without dialogs, the film putsforward the strength of how visualization in the form of animation and music represents the feelings of fearin different forms and conditions as the message of the animator. Analysis of “Fears” aims at (1) describingthe plot of the story through the visualization of animation, and (2) exploring the forms and meanings of thefeelings of fear through the interpretation of the visualization of the plot of the story. Fifteen selectedanimation visualizations of black creatures with white eyes --signifying feelings of fear and alwaysshadowing the main animation character and others—were analyzed. The result of the analysis demonstratesthat feelings of fear may be understood by the owners as the entity disturbing, hindering, and limiting theirthoughts and actions; but on the other side, feelings of fear are also understood in a constructive sense whichfacilitates people to be always alert and cautious.