Development Of Crossword Puzzles In The Learning Of Explanatory Text Summarization

Yunita Lestari, Nugraheti Sismulyasih Sb.

Abstract


This research is based on Indonesian language learning that has not been effective yet, so the result of learned is not optimal yet, to overcome this problem, the researcher developed crossword puzzle game. This development research aims to produce crossword puzzle products as well as know the feasibility and effectiveness of the product. This research used Research and Developement method developed by Borg and Gall. The subjects of this study are the students of class V which amounted to 34 students. Data analysis techniques used descriptive percentage and n-gain test. The results showed that the media of crossword puzzles is very feasible to use with the percentage of assessment 89.58%, material expert judgments of 88, 63%. The result of N-gain analysis showed that the value obtained is 0.5226 in the medium category and the response is very good. Based on the result of the research, the crossword puzzle game to summarize the developed explanation text is declared eligible and effective in improving the writing skill of the students' explanatory text.

References


Abdullah, M.Husni. 2017. “Penggunaan Media Teka Teki Silang Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran IPS Kelas V SDN Songgokerto 01 Batu. JPGSDâ€. 5(3) 1491

Cahyo, Agus N. 2011. Gudang Permainan Kreatif Khusus Asah Otak Kiri Anak. Jogjakarta: Diva Press.

Ghozali, Moh. Sholahuddin, Ahmad Qosyim.2017. Efektifitas permainan Teka Teki Silang Tiga Dimensi (TTS3D) Sebagai Media Pembelajaran Pada Materi Interaksi Makhluk Hidupâ€. E-Jurnal Pensa.

Littman,L Michael. Greg A. Keim, dan Noam Shazeer. A probabilistic approach solving crossword puzzles. Jurnal Artifical Intelligence:23

Novita, Andyani., Kundharu Saddhono., Yant Mujyanto. (2016). Peningkatan Kemampuan Menulis Tes Eksplanasi Dengan Menggunakan Mesia Audiovisual pada Siswa Sekolah Menengan Pertama. Jurnal Penelitian Bahasa,Sastra Indonesia dan Pengajarannya.4(2):161

Orawiwatnakul, Wiwat. 2013. “Crossword Puzzles as a Learning Tool for Vocabulary Development. Academic Journal.

Permendikbud No. 22 Tahun 2016 dalam BAB I tentang Standar Proses.

Pratami, Wingga., Ayu, Ngurah., & Saputra, Henry Januar.2017. Pengaruh Media Game Edukasi “Teka Teki Pengetahuan†Terhadap Minat Belajar Siswa Pada Mata Pelajaran IPA Kelas 5 SDN 03 Protomulyo. Jurnal Profesi Keguruan.3(2):149

Pradika, Putu Hendy. dkk. 2017. “Pengaruh Pembelajaran Course Review Horey Dengan Permainan teka Teki Silang (TTS) Terhadap Kompetensi Pengetahuan IPS Siswa kelas V SD Gugus Budi Utomo Dentim Tahun pelajaran 2016/2017. e-jurnal PGSD Universitas Pendidikan Ganeshaâ€. 5(3): 17

Sadiman, Arief S.dkk. 2014. Media Pendidikan, Pengertian, Pengembangan, dan Pemanfaatannya. Jakarta: PT. Raja Grafindo Persada.

Suwartini, Iis.2014. “Analisis Teks Eksplanasi Pada Media Masa Melalui Pembelajaran Berbasis Masalahâ€Jurnal Bahastra.37(1):49

Susanto, Ahmad. 2013. Teori Belajar dan Pembelajaran di Sekolah Dasar. Jakarta: Prenadamedia Group.

Wasgito, Andi Mohammad. 2014. “Pengembangan Media Permainan Edukatif Teka-Teki Silang (TTS) dalam Proses Pembelajaran Siswa Kelas VII SMP Negeri 2 Kalianget. Jurnal Pendidikan Seni Rupaâ€. 2(3):43

Yuriev, Elizabeth. dkk. 2016. “Crossword puzzles for chemistry education: learning goals beyond vocabulary. JurnalChemistry Education Research and Practiceurâ€. 18.


Full Text: PDF

DOI: 10.15294/est.v3i1.27912

Refbacks

  • There are currently no refbacks.