Andrian Gandi Wijanarko
Institut Islam Nahdlatul Ulama Temanggung

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Game innovation: a case study using the Kizzugemu visual novel game with Tyranobuilder software in elementary school Hamidulloh Ibda; Nur Rira Febriani; Muhammad Fadloli Al Hakim; Silviana Nur Faizah; Andrian Gandi Wijanarko; Nanang Qosim
Indonesian Journal of Electrical Engineering and Computer Science Vol 28, No 1: October 2022
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v28.i1.pp460-469

Abstract

This research aims to find out the innovation of the Kizzugemu visual novel game with TyranoBuilder software in elementary school Javanese language learning. The lack of game media innovation in elementary school Javanese language learning is the background of this research. The research method is descriptive and qualitative, with data mining techniques; observation, indepth interviews, and documentation that present the results of descriptions of the innovation, features, application, and impact of using the game in elementary Javanese language learning. The research subjects were the class teacher and 24 fifth-grade students of Madrasah Ibtidaiyah Ma’arif Bulurejo Magelang, Indonesia. The results showed the game’s innovation in multimedia-based game updates, applications, videos, sounds, and texts with the meaning of children’s games in Javanese, Javanese alphabet, Indonesian, and English. Game features are in the form of reading text in each scene and visualized in the material of the Javanese language. The implementation of the game is carried out through five stages which impact teacher awareness, learning media innovation, improved learning outcomes, activeness, understanding of Javanese, and support from parents and schools. Future research needs to explore visual novel game innovation through the latest software.
Elementary Science Literacy: Implementing and Enhancing Student Skills and Outcomes Hamidulloh Ibda; Munawaroh Munawaroh; Andrian Gandi Wijanarko
Indonesian Journal of Education and Social Studies Vol 2, No 1 (2023)
Publisher : Nurul Jadid University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/ijess.v2i1.4825

Abstract

The purpose of this study is to describe the implementation of science literacy through the one student one video program and the impact of science literacy learning on students' science literacy skill and science learning outcome. The research subjects were fifth grade students of Madrasah Ibtidaiyah Muhammadiyah Purwodadi, Tembarak, Temanggung, Central Java. This research is action research with data collection of observation, interview, documentation, and test question. Data analysis technique is descriptive quantitative. The result showed an increase in students' science literacy skill and science learning outcome. Sawa Sado Program notably enhanced students' science literacy skills. Group 1 achieved a maximum improvement of 100% across all measured aspects, followed by Group 2 and 3, which also displayed substantial advancements. However, Group 4 showed greater variability in results, with varying improvements across different aspects. The Sawa Sado Program has generally succeeded in boosting students' science literacy skills. Nonetheless, the varied outcomes among the groups suggest different extents and patterns of improvement. This indicates the program's effectiveness but also underscores the need for a deeper understanding of the differing outcomes.