Wijayanto Wijayanto
PGRI University Semarang

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The Influence of Using Android-Based Educational Game Software on Software Modeling Learning for Grade VIII Students at SMPN 1 BPR Ranau Tengah Richa Meyyolis; Achmad Buchori; Ade Ricky Rozzaky; Wijayanto Wijayanto
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9000

Abstract

This study was motivated by the low interest and understanding of students toward Software Modelling lessons, particularly in Grade VIII at SMP Negeri 1 BPR Ranau Tengah. The identified issue is the lack of interactive teaching media that align with the characteristics of digital-generation students. The aim of this research is to the influence of using educational game-based learning media on Android (Kahoot) to enchance student engagement and comprehension of software modeling material. The study employs a descriptive qualitative approach with observation and interviews as data collection instruments. It was conducted at SMP Negeri 1 BPR Ranau Tengah during the even semester of the 2024/2025 academic year. The findings indicate that using Kahoot as a learning media significantly increases students enthusiasm and participation. Students become more active and competitive in understanding the material, and teachers find it easier to manage the classroom dynamically. It is recommended that teachers continue developing digital learning media relevant to technological advances and student’s characteristics.
Development of Poster-Based Learning Media in the Information and Communication Technology Subject at State Middle School 1 BPR Ranau Tengah Novita Sari K; Supandi Supandi; Ade Ricky Rozzakya Rozzakya; Wijayanto Wijayanto
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v9i2.9028

Abstract

This study aims to develop poster-based learning media for Information and Communication Technology subjects at SMP 1 BPR Ranau Tengah to improve student motivation and understanding. This study uses the Research and Development (R&D or RnD) method to develop poster-based learning media. This development research uses the ADDIE (Analyze, Design, Development, Implementation, and Evaluation) model, which includes the stages of analysis, design, development, implementation, and evaluation. The focus of this study includes the process of identifying learning needs in the classroom, developing media that suits those needs, and analyzing the effectiveness of its use in improving student understanding. This research was conducted at SMP Negeri 1 BPR Ranau Tengah. Data collection techniques in this study used observation and semi-structured interviews. The data obtained were then analyzed descriptively qualitatively. The results of the study indicate that the development of poster media at SMP Negeri 1 BPR Ranau Tengah proved to be effective. The developed poster media successfully achieved the stated objectives of increasing knowledge, changing attitudes, increasing participation, and improving students' understanding in Information and Communication Technology lessons. As some students have better understood the poster media effectively and have achieved the goal of presenting Information and Communication Technology information visually, helping students understand abstract concepts such as computers and internet networks. Teachers' creative designs and the use of graphic design technology increase learning interest and flexibility of use, both inside and outside the classroom, and can be an example for innovative Information and Communication Technology learning.
Implementation of Culturally Responsive Teaching in Informatics Learning for Grade VII and VIII Students at UPT SMP Negeri 1 BPR Ranau Tengah Ismal Ismal; Supandi Supandi; Andi Priyolistiyanto; Wijayanto Wijayanto
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

This study aims to analyze the application of the Culturally Responsive Teaching (CRT) approach in Informatics learning for seventh and eighth grade students at the UPT SMP Negeri 1 BPR Ranau Tengah. CRT is a pedagogical approach that considers students' cultural backgrounds as an important factor in the learning process. The research method used is descriptive qualitative, with data collection techniques including observation, interviews, and documentation. The results show that the application of CRT can increase student engagement, strengthen cultural identity, and encourage improved learning outcomes. Teachers integrate local culture into learning projects, utilize community-based technology, and implement differentiated approaches based on student backgrounds. This approach creates a more inclusive and participatory classroom environment; previously passive students become more confident because the material feels relevant to their lives. Teachers also become more responsive to students' diverse needs and potential, enabling them to design adaptive and contextual learning activities. Informatics learning serves not only as a means of transferring technological knowledge but also as a platform for building cultural awareness, collaborative skills, and critical thinking skills. These findings underscore the importance of integrating local values and cultural wisdom in 21st-century learning. Therefore, support from school principals, communities, and educational stakeholders is needed for the sustainable development of culture-based learning practices.