Raden Wisnu Wijaya Dewojati
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

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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.