DEVELOPING DIGITAL GAME TO TEACH VOCABULARY FOR THE 4th GRADE STUDENTS OF ELEMENTARY SCHOOL

Putri, Nailil Hikmah Azkiyah (2024) DEVELOPING DIGITAL GAME TO TEACH VOCABULARY FOR THE 4th GRADE STUDENTS OF ELEMENTARY SCHOOL. Sarjana thesis, Universitas Nahdlatul Ulama Sidoarjo.

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Abstract

Penelitian ini mengeksplorasi potensi Baamboozle, sebuah platform pembelajaran berbasis permainan, dalam meningkatkan penguasaan kosakata di kalangan siswa kelas empat di SDN Jambangan, dimana metode pengajaran tradisional telah menyebabkan ketidaktertarikan dan kebosanan pada siswa, sehingga menyoroti kebutuhan akan media penunjang pembelajaran yang menarik. Metodologi penelitian yang digunakan adalah Research and Development (R&D), dengan model ADDIE yang meliputi tahapan Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Instrumen penelitian yang digunakan adalah observasi, dokumentasi, dan kuesioner. Media pembelajaran digital Baamboozle dianggap sangat sesuai sebagai alat pendukung dalam pembelajaran bahasa Inggris, dibuktikan dengan hasil validasi dari ahli media yang memberikan skor 92% dalam kategori sangat layak, dan hasil validasi dari ahli materi yang memberikan skor 98% dalam kategori sangat layak. Temuan penelitian ini menunjukkan bahwa Baamboozle meningkatkan antusiasme, kerjasama, serta perolehan dan pemahaman bahasa Inggris di kalangan siswa selama proses pembelajaran. Hal ini ditunjukkan oleh hasil kuesioner yang diisi oleh siswa setelah sesi pembelajaran, dengan 85,3% siswa setuju dengan pernyataan dalam kuesioner mengenai manfaat Baamboozle dalam pembelajaran bahasa Inggris.
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This research explores the potential of Baamboozle, a game-based learning platform, to improve vocabulary mastery among fourth-grade students at SDN Jambangan, where traditional teaching methods have led to student disinterest and boredom, highlighting the need for engaging instructional support media. The research used Research and Development (R&D) methodology, with the ADDIE model employed, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The research instruments utilized are observation, documentation, and questionnaires. The Baamboozle digital instructional media has been deemed highly suitable as a supporting tool in English language learning, evidenced by the validation results from media experts, which scored 92% in the highly suitable category, and the validation results from subject matter experts, which scored 98% in the highly suitable category. The findings of this study indicate that Baamboozle enhances student enthusiasm, cooperation, and acquisition and understanding of English during the learning process. This is demonstrated by the results of the questionnaires filled out by students after the learning sessions, with 85.3% of students agreeing with the statements in the questionnaire regarding the benefits of Baamboozle in English learning.

Item Type: Thesis (Sarjana)
Uncontrolled Keywords: Permainan digital, pengajaran kosakata, Baamboozle, model ADDIE Digital game, teaching vocabulary, Baamboozle, ADDIE model
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Bahasa Inggris
Depositing User: Perpustakaan UNUSIDA
Date Deposited: 30 Sep 2024 03:11
Last Modified: 30 Sep 2024 03:11
URI: http://digilib.repository.unusida.ac.id/id/eprint/559

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