R. Gita Ardhy Nugraha, R. Gita Ardhy
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INTERACTIVE MEDIA DEVELOPMENT FOR SECOND GRADE ELEMENTARY STUDENTS THEMATIC LEARNING USING ADOBE FLASH CS4 PROFESSIONAL Nugraha, R. Gita Ardhy
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 7, No 2 (2017)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (151.448 KB) | DOI: 10.24246/j.scholaria.2017.v7.i2.p94-105

Abstract

Interactive media can be used to support the thematic learning process. From the observation on second grade Satya Wacana Christian Elementary School, it was found that second grade’s teacher did not use interactive media to support thematic learning. Students were lack of interest to learn. Because of this problem, an interactive media is developed as a new way to support the thematic learning process. The aim of this study is to describe the appropriateness of interactive media based on Adobe Flash CS4 Professional and the effect of interactive media implementation in the 2013th Curriculum thematic learning process. The method in this study is research and development. The result showed that interactive media was proper to use as learning media in the thematic learning process based on expert test score (3,83 & 3,23). Interactive media has a very good value based on field test score (4,24 & 4,26). Using interactive media affected student’s interest and motivation. The media also given attractiveness and effectiveness in the thematic learning process based on the questionnaire by students and second grade’s teachers. 
Developing Android Role Playing Game for Elementary Music Learning Nugraha, R. Gita Ardhy; Sumaryanto, Totok; Utomo, Kamsijo Budi
Harmonia: Journal of Arts Research and Education Vol 18, No 2 (2018): December 2018
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v18i2.14018

Abstract

Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though the music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. This study aims to design and develop an android role-playing game (RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgment validation’s score. Based on expert judgment validation’s score, the music art learning media called “Lagu Nusantara” is worthy of supporting the student to learn about the basic of music learning and Indonesia’s traditional songs. The average score is 3.6 for media representation, 4 for the material which presented in this game, and 3.3 for the use of language. The worthiness of this media is above 90% (precisely 90.83%). In conclusion, this RPG game can use by teachers or students to promote music art learning process, especially about Indonesia’s traditional songs.
Lagu Nusantara: Android Role Playing Game for Elementary School Music Learning Nugraha, R. Gita Ardhy; Florentinus, Totok Sumaryanto; Utomo, Kamsidjo Budi
Journal of Primary Education Vol 7 No 2 (2018): August 2018
Publisher : Journal of Primary Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (681.684 KB)

Abstract

The decreasing of student’s interest and motivation in Indonesian’s traditional music learning caused by less varied of the learning process and the lack of student’s knowledge about Indonesian’s traditional song. The lack of the utilization of gadget like educational games in the learning process also causes the decreasing of student’s interest and motivation. This study aims to verify the effectiveness of “Lagu Nusantara” games through student’s interest and motivation in the music art learning, especially about Indonesian’s traditional song. The method that used in this study is a quantitative method with the post-test only control group design for an experimental model which supported by the observation of games that used by students. The research subject was 89 elementary students who divided into a control group and experimental group (45 students for the control group and 44 students for experimental group). The result, “Lagu Nusantara” as the game is sufficient to promote student’s interest and motivation in the music art learning process, especially about Indonesian’s traditional song. As supporting data, this research obtained observation data for student’s interest and motivation which are well in the category (Interest score = 89.44%; motivation score = 87.78%).