Application of the Game Method to Increase Students’ Interest in Learning Indonesian Language

Authors

  • Sulasih UST
  • Trisniawati Universitas Sarjanawiyata Tamansiswa
  • Heri Maria Zulfiati Universitas Sarjanawiyata Tamansiswa
  • Sigit Priyono Rejowinangun 3 State Elementary School
  • Siti Nurhidayati Rejowinangun 3 State Elementary School

Keywords:

game method, interest in learning, Indonesian

Abstract

The research was carried out with 27 students as subjects. The purpose of this research is to increase interest in learning Indonesian through the application of the game method. This collaborative classroom action research uses the Kemmis and McTaggart models which consist of planning, action, observation and reflection. The data collection technique uses the observation technique of interest in learning and the Indonesian language interest scale. The research instrument is a guideline for observing interest in learning and an interest in learning Indonesian. The data analysis technique in this study used a quantitative descriptive analysis technique. The results showed that: (1) the percentage of the indicators of students playing games voluntarily increased from 94% in cycle I to 98% in cycle II; (2) the percentage of students playing the game immediately decreased from 96% in cycle I to 95% in cycle II; (3) the percentage of indicators of students playing games without repeating orders increased from 91% in cycle I to 93% in cycle II; (4) the percentage of students asking when they encounter unclear game steps increased from 94% in cycle I to 95% in cycle II; (5) the percentage of students asking for the rules of the game did not increase or decrease from 82% in cycle I to 82% in cycle II; (6) the percentage of students using the existing time indicators increased from 89% in cycle I to 95% in cycle II; (7) the percentage of student indicators contributing to playing games given by the teacher according to the instructions increased from 89% in cycle I to 92% in cycle II; (8) the percentage of students providing assistance to friends who find it difficult increases from 85% in cycle I to 97% in cycle II; (9) the percentage of indicators trying hard to finish the game increased from 94% in cycle I to 96% in cycle II; (10) the percentage of student indicators trying hard to answer the questions in the LKPD did not increase or decrease in cycle I, namely 96% and remained 96% in cycle II. Therefore it can be concluded that the application of the game method can increase the interest in learning Indonesian in elementary school students because it has met the indicators of success.

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Published

2023-08-15