Inovasi Pembelajaran Aksara Jawa dengan Permainan Edukatif Digital berbasis Augmented reality pada Peserta Didik SMP Negeri 1 Nglipar

  • Davin Elian Qariru Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia
  • Muhammad Fajrulfalaq Izzulfirdausyah Suryaprabandaru Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia
  • Fikriansyah Ridwan Pratama Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia
  • Salsabila Eka Fadila Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia
  • Veronica Tia Ningrum Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta,  Indonesia
  • Ahmad Nasikun Universitas Gadjah Mada, Yogyakarta, Daerah Istimewa Yogyakarta, Indonesia,  Indonesia
  • Akhmad Bagus Nuryanto SMA Negeri 7 Yogyakarta, Yogyakarta, Daerah Istimewa Yogyakarta, Indonesia,  Indonesia

Abstract

Javanese script is less popular among students, including those at SMP Negeri 1 Nglipar. An interview with Mr. Sartono (a Javanese language teacher at SMP Negeri 1 Nglipar) revealed that daily, mid-semester, and end-of-semester tests on Javanese script have the lowest average scores compared to other subjects. The lack of instructional media that facilitates the teaching and learning process at SMP Negeri 1 Nglipar also contributes to the decreased interest among students. According to a survey, the majority of students prefer learning through game-based methods, particularly adventure boards. Therefore, the idea of an educational medium through adventure boards combined with AR (augmented reality) technology, or AJAR, was proposed to increase the interest and understanding of 7th-grade students at SMP Negeri 1 Nglipar in Javanese script. The materials and questions were validated by the Yogyakarta Palace, while the educational media was validated by BTKP Yogyakarta. As a result, they could be implemented in teaching. AJAR was then used in teaching. The class using AJAR (37.50) showed a higher improvement in scores from pretest to posttest compared to the conventional class (23.00). All activity indicators in the AJAR class were also higher. Therefore, AJAR can increase the interest and understanding of 7th-grade students at SMP Negeri 1 Nglipar in Javanese script.

Keywords: AJAR, Learning Media, Javanese Script

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Published
2024-07-21
How to Cite:
Qariru, D. E., Suryaprabandaru, M. F. I., Pratama, F. R., Fadila, S. E., Ningrum, V. T., Nasikun, A., & Bagus Nuryanto, A. (2024). Inovasi Pembelajaran Aksara Jawa dengan Permainan Edukatif Digital berbasis Augmented reality pada Peserta Didik SMP Negeri 1 Nglipar. Ideguru: Jurnal Karya Ilmiah Guru, 9(3), 1746-1752. https://doi.org/10.51169/ideguru.v9i3.1381
Section
Research Articles
Abstract viewed: 233 times
PDF (Bahasa Indonesia) downloaded: 128 times

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