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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

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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 MEDIA ULTAPUPA TERHADAP PENGETAHUAN PESERTA DIDIK PADA MATERI PANCAINDRA KELAS IV SEKOLAH DASAR Dwi Anggraini Setyaningrum; Raden Wisnu Wijaya Dewojati
TARBIYATUL ILMU: JURNAL KAJIAN PENDIDIKAN Vol. 2 No. 11 (2025)
Publisher : CV. ADIBA AISHA AMIRA (ADISAM PUBLISHER)

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Abstract

Science learning in elementary schools still uses lecture methods and textbooks, making students less active and easily bored, especially in the five senses material. This condition has an impact on low student interest and involvement in understanding the relationship between the form and function of the five senses. This study aims to develop innovative learning media in the form of Pop-Up Snakes and Ladders for the Five Senses (Ultapupa) which is designed to improve the knowledge of fourth-grade students and create a more interesting and interactive learning experience. This study uses the Research and Development (R&D) method with the ADDIE model which includes five stages: analysis, design, development, implementation, and evaluation. The media developed is a 60x60 cm snakes and ladders game board with pop-up elements, question cards, material cards, pawns, dice, and game instructions. The product was validated by media experts, material experts, and learning experts, then tested in a limited trial with teachers and fourth-grade students of Muhammadiyah Sambisari Elementary School. Data were collected through questionnaires, interviews, observations, and qualitative and quantitative assessments. The results showed that Ultapupa was declared very suitable for use. Expert validation was rated very good, while teacher and student feedback was positive. This medium has been shown to increase student engagement and understanding of the five-sensory material.
EFEKTIVITAS MODEL PEMBELAJARAN PROJECT BASED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR IPAS SISWA KELAS V SD MUHAMMADIYAH AMBARKETAWANG 2 Nadiya Fithriani Lubis; Raden Wisnu Wijaya Dewojati
TARBIYATUL ILMU: JURNAL KAJIAN PENDIDIKAN Vol. 2 No. 11 (2025)
Publisher : CV. ADIBA AISHA AMIRA (ADISAM PUBLISHER)

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Abstract

This research is motivated by students' relatively low motivation to learn science, resulting in boredom and a general lack of active participation in learning activities. Furthermore, in elementary school science, teachers often fail to implement learning models that capture students' attention and enhance their motivation, particularly regarding the food chain. Therefore, this study aims to determine the effectiveness of the project-based learning model and to identify supporting and inhibiting factors in improving fifth-grade students' motivation to learn science. This study employed a quantitative approach and a pre-experimental one-group pretest-posttest design. Twenty-four fifth-grade students at Muhammadiyah Ambarketawang 2 Elementary School participated in the study. Data collection used a science motivation questionnaire and documentation. Data analysis included normality tests, homogeneity tests, and hypothesis testing using SPSS version 25. The results showed an average pretest score of 53.42 for science motivation, followed by a posttest score of 63.83. Based on the results of hypothesis testing using paired sample t-test with the help of SPSS version 25, the significance value (Sig. 2-tailed) was 0.000 <0.05, so Ha was accepted and H0 was rejected, which means there was a significant difference. Thus, it can be concluded that the use of the project-based learning model is effective in increasing the motivation to learn science in grade V students of SD Muhammadiyah Ambarketawang 2, especially in the food chain material.
PENGEMBANGAN MEDIA KARTU UNO PADA MATERI KERAGAMAN BUDAYA PPKn KELAS IV SEKOLAH DASAR Becky Wahyuningtyas; Raden Wisnu Wijaya Dewojati
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 4 No. 5 (2026): Jurnal Ilmu Pendidikan dan Kearifan Lokal (JIPKL)
Publisher : CV. ADIBA ASIHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20794804

Abstract

This study aims to develop the “UNO Budaya” card game as a teaching aid for the cultural diversity unit in the 4th-grade Civic Education curriculum at SD Muhammadiyah Pandes. The study addresses the issues of students’ low understanding of cultural diversity, the limited use of teaching aids, and the overreliance on lecture-based methods, which make learning less engaging. The study employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 51 students from grades IVA and IVB at SD Muhammadiyah Pandes. Data were collected through observation, interviews, expert validation questionnaires, teacher feedback, student feedback, and learning evaluation results. The results showed that the UNO Culture Card media achieved a very high level of feasibility based on media expert validation of 90.59%, content expert validation of 84.29%, and instructional expert validation of 89.09%. Teacher response rates reached 98% in Class IVA and 90% in Class IVB. Student response rates reached 98% in Class IVA and 98.46% in Class IVB. The average student evaluation score was 8.54 in Class IVA and 8.56 in Class IVB. These findings indicate that the Cultural UNO Card medium is highly suitable, practical, and effective for use in Civic Education (PPKn) lessons on cultural diversity.
The Perspective of Aesthetic Habitus in Local Arts and Culture Learning at SD 1 Girimulyo, Lampung Timur, Indonesia Probosiwi; Patria Handung Jaya; Wahyu Andika; Raden Wisnu Wijaya Dewojati; Noor Fatih Ario Wicaksono; Kopasz Tamás; Bima Aditama
International Journal of Learning Reformation in Elementary Education Vol. 5 No. 02 (2026): Article in Press - International Journal of Learning Reformation in Elementary
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.ijlree.002196

Abstract

The background of the research is the learning of local arts and culture in elementary schools, which continues to be encouraged because its existence is starting to be less popular with the next generation. The purpose of this study is to describe the analysis of local arts and culture learning at SD 1 Girimulyo, Lampung Timur, using the ABL approach, along with its supporting and inhibiting factors. The contribution of this research is to provide information and insight into the process of learning local arts and culture in elementary schools through the selection of appropriate learning models. The research method is qualitative through observation, interviews, and documentation. Data analysis uses the Miles & Huberman model. The results show that local arts and culture learning in elementary schools uses the ABL approach and aesthetic habitus with work procedures, practical steps, assessment rubrics, and equipment/media arrangement. Supporting factors include the availability of sufficient materials and equipment, the presence of good teachers in facilitating, and clear practical steps. In addition, praise from teachers increases student motivation. However, there are inhibiting factors such as the lack of teacher experience and skills regarding local arts and culture, as well as parental support.
PENGEMBANGAN VIDEO ANIMASI 3D BERBASIS AI SEBAGAI MEDIA PEMBELAJARAN MATERI PECAHAN SENILAI PADA KELAS IV GUNA MENDUKUNG INOVASI GURU DAN MINAT BELAJAR SISWA Anis Thasia; Raden Wisnu Wijaya Dewojati
Jurnal Ilmu Pendidikan dan Kearifan Lokal Vol. 4 No. 4 (2026): Jurnal Ilmu Pendidikan dan Kearifan Lokal (JIPKL)
Publisher : CV. ADIBA ASIHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20291027

Abstract

The purpose of this study is to develop a 3D animated video media based on Artificial Intelligence (AI) on the topic of equivalent fractions for fourth-grade elementary school students. This research is motivated by students' low understanding of the abstract concept of fractions and the limited use of innovative learning media. The method used in this study is Research and Development (R&D) with the ADDIE model (analysis, design, development, implementation, and evaluation). The research subjects consisted of three experts, one teacher, and 11 fourth-grade students at SD Negeri 8 Simpang Pesak. Data collection techniques used observation, interviews, and questionnaires, while data analysis was carried out qualitatively and quantitatively. The results showed that the media obtained an expert validation score of 87.33% with a "very good" category. At the implementation stage, teacher and student responses each reached 100% with a "very good" category. The overall average of 95.77% indicates that the developed media is not only feasible but also very practical to use in learning. Thus, AI-based 3D animated video media is effectively used to help increase teacher innovation and student learning interest in equivalent fractions material.
PENGEMBANGAN MEDIA PERMAINAN PAPAN JELAJAH NUSANTARA (JENAR) DALAM MENGENAL KEBERAGAMAN BUDAYA INDONESIA UNTUK SISWA KELAS III SEKOLAH DASAR Putri Isnandari; Raden Wisnu Wijaya Dewojati
JURNAL PENDIDIKAN DAN KEGURUAN Vol. 4 No. 4 (2026): Jurnal Pendidikan dan Keguruan
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20506682

Abstract

Pancasila Education learning in elementary schools still uses lecture methods and printed books, causing students to be less active, easily bored, and lack focus during the learning process. This condition has an impact on low student engagement in understanding the material on Indonesian cultural diversity. This study aims to develop the Jelajah Nusantara (Jenar) board game media as an interactive learning medium to introduce Indonesian cultural diversity to third-grade elementary school students. This study uses the Research and Development (R&D) method with the ADDIE model which includes the Analyze, Design, Development, Implementation, and Evaluation stages. The product developed is a pentagonal board game accompanied by pop-up and short materials about Indonesian cultural diversity from several provinces, question cards, challenge cards, chance cards, pawns, dice, and a game manual. The product was validated by media experts, material experts, and learning experts, then tested on teachers and 14 third-grade students of SD Negeri 2 Klirong. Data collection techniques used observation, interviews, questionnaires, and documentation. The results of the study indicate that the Jelajah Nusantara (Jenar) media obtained a "Very Good" category based on the validation results from media experts with a score of 88%, material experts 90%, and learning experts 96%. Teacher and student responses also showed positive results regarding the use of this learning media. Thus, the Jelajah Nusantara (Jenar) media is suitable for use as an interactive learning media that can create a pleasant learning atmosphere and help students understand the diversity of Indonesian culture in a concrete way.