Game Based Learning Berbantuan Media Board Game Klaster untuk Meningkatkan Kemampuan Literasi Siswa
DOI:
https://doi.org/10.26811/didaktika.v6i2.622Abstract
This classroom action research aims to improve students' literacy skills through the application of game-based learning models assisted by cluster board game media (invertebrate classification cards). This research was conducted in 2 cycles, and each cycle consisted of stages of planning, action, observation, and reflection. The study used qualitative and quantitative data. Qualitative data were obtained through observing the process/activity of students' literacy during learning using a game-based learning model assisted by Cluster board game media. Quantitative data was obtained through a student's literacy ability test, namely the student's ability to solve problems involving higher order thinking skills (HOTS). The results showed that there was an increase in literacy processes/activities and literacy skills involving students' higher-order thinking skills (HOTS questions) in learning invertebrate classification materials.
References
Arisandi, Y. (2021). Model Pembelajaran Rolex Berbantuan Media Boneter Meningkatkan Keaktifan dan Keterampilan Berbicara Teks Descriptive. Jurnal Didaktika Pendidikan Dasar, 5(2), 399-420. doi:10.26811/didaktika.v5i2.247
Azhari, B., Yacoeb, M., & Irfan, A. (2020). Learning for Children with Special Needs of Dyscalculia. Jurnal Ilmiah Peuradeun, 8(3), 475-496. https://doi.org/10.26811/peuradeun.v8i3.550
Dinni HN. (2018). HOTS (High Order Thinking Skills) dan Kaitannya dengan Kemampuan Literasi Matematika. PRISMA, Prosiding Seminar Nasional Matematika, 1, 170-176. Retrieved from https://journal.unnes.ac.id.
González C. and Area M. (2013). Breaking the Rules: Gamification of Learning and Educational Materials. In Proceedings of the 2nd International Workshop on Interaction Design in Educational Environments, pages 47-53.
Hayati, H., & Mayasari, E. (2019). The Implementation of Integrity Learning Through Entrepreneurship Activities and Anti-Corruption Behavior. Jurnal Ilmiah Peuradeun, 7(2), 285-294. doi:10.26811/peuradeun.v7i2.259
Hilda, L., Lubis, R., & Daulae, T. (2020). The Development of Science Learning Device Based on Interconnected Integration in Increasing Critical and Creative Thinking Students'. Jurnal Ilmiah Peuradeun, 8(1), 63-82. doi:10.26811/peuradeun.v8i1.341
Kamarudin H., Zaid Z., Suhadjerah. (2020). The Development of Learning Media of Pakakala Board Game. Journal of Educational Science and Technology. doi.org/10.26858/est.v6i1.12351
Luhsasi, D. I., & Permatasari, C. L. (2020). Trade Game Akuntasi untuk Siswa Sekolah Menengah Atas. Scholaria: Jurnal Pendidikan Dan Kebudayaan, 10(1),51–59. doi.org/10.24246/j.js.2020.v10.i1.p51-59
Nurhayati S., Winata A. (2018). Pembelajaran dengan Media Pohon Literasi untuk Meningkatkan Kemampuan Literasi Peserta Didik Kelas I SDN Sidorejo I Tuban pada Tema Peristiwa Alam dan Subtema Bencana Alam. Jurnal Teladan: Jurnal Ilmu Pendidikan Dan Pembelajaran, 3(1), 15-30. Retrieved from http://journal.unirow.ac.id.
Setyowati T., Zaini M., Putra A. (2019). Evaluasi Perangkat Pembelajaran IPA SMP Topik Klasifikasi Makhluk Hidup Menggunakan Model Inkuiri. Jurnal Bio-INOVED. doi.org/10.20527/binov.v1i1.7020
Siswanjaya. (2021). Penggunaan Canva pada Pembelajaran Berbasis Proyek untuk Meningkatkan Keterampilan dan Motivasi Menulis Siswa. Jurnal Didaktika Pendidikan Dasar. doi: 10.26811/didaktika.v5i2.259
Walidin, W., Idris, S., & Tabrani ZA. (2015). Metodologi Penelitian Kualitatif & Grounded Theory. Banda Aceh: FTK Ar-Raniry Press.
Winata K., & Setiawan D. (2020). Pengaruh Game-Based Learning terhadap Motivasi dan Prestasi Belajar. Scholaria: Jurnal Pendidikan dan Kebudayaan. doi.org/10.24246/j.js.2020.v10.i3.p198-206
Published
Issue
Section
License
Copyright (c) 2022 Jurnal Didaktika Pendidikan Dasar

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.











