Implementation of the Javanese Alphabet Educative Game "Jable Board" to Increase Students' Learning Interest and Motivation
##plugins.themes.academic_pro.article.main##
Abstract
Students' low interest in learning Javanese alphabet makes their learning outcomes not optimal in Javanese language subjects, so interesting learning methods are needed to motivate and increase their learning interest. Jable Board is a scrabble-based Javanese alphabet board game. This medium is useful for preserving, reviving, and supporting the learning of the Javanese alphabet to make it easier to understand. Based on the product validation test, qualitative data were obtained in the form of sound response, button accuracy, and battery life, which were classified as good. Quantitative data is also obtained from teachers and generation Z questionnaires, which are very good, so this game is feasible to implement. The aim is to determine the effectiveness of Jable Board in improving student learning outcomes. The research was conducted using a quasi-experimental method with 36 students in class X-E1, SMAN 3 Sidoarjo. The results of a student questionnaire about Jable Board, which showed that it was able to increase interest in learning by 86%, increase pretest and posttest scores by 24.18%, and receive positive responses from the school, showed that Jable Board was able to attract interest in learning and motivate students to learn Javanese alphabet, which can improve student learning outcomes.
##plugins.themes.academic_pro.article.details##
References
Arikunto, S. (2013). Prosedur penelitian suatu pendekatan praktik.
Avianto, Y. F., & Prasida, T. A. S. (2018). Pembelajaran Aksara Jawa Untuk Siswa Sekolah Dasar Dengan Menggunakan Media Board Game. Aksara, 30(1), 133. https://doi.org/10.29255/aksara.v30i1.223.133-148
Buchari, A. (2018). Peran Guru Dalam Pengelolaan Pembelajaran. Jurnal Ilmiah Iqra’, 12(2), 106. https://doi.org/10.30984/jii.v12i2.897
Cholik, C. A. (2017). Pemanfaatan teknologi informasi dan komunikasi untuk meningkatkan pendidikan di Indonesia. Syntax Literate; Jurnal Ilmiah Indonesia, 2(6), 21-30.
Direktorat Sekolah Dasar. (2022). Profil Pelajar Pancasila. Media Center Direktorat Sekolah Dasar. http://ditpsd.kemdikbud.go.id/hal/profil-pelajar-pancasila
Direktorat Sekolah Dasar. (2022). Webinar Kurikulum Merdeka: Pembelajaran Berpusat pada Peserta Didik. Media Center Direktorat Sekolah¬ Dasar. https://ditpsd.kemdikbud.go.id/public/agenda/detail/webinar-kurikulum-merdeka-pembelajaran-berpusat-pada-peserta-didik
Fajarizka, A., & Eka, R. (2016). Perancangan Board Game Hanacaraka Sebagai Media Bantu Pembelajaran Bahasa Jawa. 5(2).
Indonesia. Undang-Undang RI Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional. Lembaran Negara RI Tahun 2003 Nomor 78, Tambahan Lembaran RI Nomor 4301. Sekretariat Negara. Jakarta
Kartika, S., Husni, H., & Millah, S. (2019). Pengaruh Kualitas Sarana dan Prasarana terhadap Minat Belajar Siswa dalam Pembelajaran Pendidikan Agama Islam. Jurnal Penelitian Pendidikan Islam, 7(1), 113. https://doi.org/10.36667/jppi.v7i1.360
Muh. Ridho Ilyasa, I Nengah Sudjana, S. P. (2016). Survey tentang minat siswa terhadap kegiatan ekstrakurikuler olahraga di sma negeri 4 malang. Jurnal Sport Science, 6(2), 127–142.
Muzaqqi, A., Fauzi, A., & Suyadi, I. (2016). PENGARUH KESADARAN MEREK, KESAN KUALITAS, ASOSIASI MEREK DAN LOYALITAS MEREK TERHADAP EKUITAS MEREK (Survei pada Konsumen Pembeli dan Pengguna Produk Sari Apel SIIPLAH di Perumahan Saxophone Kecamatan Lowokwaru Kota Malang) Aim. 31(1), 26–34.
Nurfaizah, N., Maksum, A., & Wardhani, P. A. (2021). Pengembangan Board Game untuk Meningkatkan Minat Belajar Siswa Kelas IV SD. Jurnal PGSD: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 14(2), 122–132. https://doi.org/10.33369/pgsd.14.2.122-132
Pratama, L. D., Lestari, W., & Bahauddin, A. (2019). Game Edukasi: Apakah membuat belajar lebih menarik? At- Ta’lim : Jurnal Pendidikan, 5(1), 39–50. https://doi.org/10.36835/attalim.v5i1.64
Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasiexperimental designs for generalized causal inference. Boston: Houghton Mifflin Co.
Sleman. (2021). Kongres Aksara Jawa I Digelar, Bumikan Kembali Aksara Jawa. Pemerintah Daerah Istimewa Yogyakarta. https://jogjaprov.go.id/berita/kongres-aksara-jawa-i-digelar-bumikan-kembali-aksara-jawa
Sutjiono, T. W. A. (2005). Pendayagunaan Media Pembelajaran. Jurnal Pendidikan Penabur, 7(04), 76–84.
Wijaya, E. P. N. A. (2020). Klasifikasi Akasara Jawa Dengan Cnn. Jurnal Teknika, 12(2), 61. https://doi.org/10.30736/jt.v13i2.479