English learning using game media at Ponteh 2 Elementary School

Authors

  • Ainur rofiq faculty of teacher training and education, universitas Madura, 69371 Author

Keywords:

training, gamification, and the English language

Abstract

Learning English from an early age helps students prepare themselves to face challenges in the era of globalization. However, some fairly common problems students experience when learning English include a lack of self-confidence and a lack of desire to learn. Thus, service activities were carried out to teach Ponteh 2 state elementary school students English. The aim of this activity is to increase students' self-confidence and improve their ability to communicate with others in English. Gamification is a training technique used. Games played include charades and whispering. Students are more interested in participating in training activities because of the competitive element in the game. The evaluation results show that the use of gamification methods in learning English at SD Negeri Ponteh 2 has succeeded in increasing students' ability to interact in English. Additionally, gamification methods encourage students to participate in activities, increasing their motivation to learn and increasing their self-confidence

Downloads

Download data is not yet available.

References

Agung, I. G. A. M., Skolastika, I. M. P., Damayanti, N. L. P. T., & Wisanta, P. A. (2023). Peningkatan Kosakata Bahasa Inggris Melalui Games Bagi Siswa SMA Negeri 1 Penebel. Madani : Indonesian Journal of Civil Society, 5(1), 28–34. https://doi.org/10.35970/madani. v1i1.1705

Agung, I. G. A. M., Skolastika, I. M. P., & Widiantara, D. S. M. (2022). Peningkatan Motivasi Belajar Bahasa Inggris bagi Siswa SMA dan SMK Melalui Program “Mengabdi Padamu Negeri.” JMM (Jurnal Masyarakat Mandiri), 6(4), 3064–3075. https://doi.org/https://doi.org/10. 31764/jmm.v6i4.9378

Ananda, E. P. (2023). Daya Minat dalam Penggunaan Bahasa Inggris dan Pengaruhnya terhadap Komunikasi Masyarakat Indonesia. HYPOTHESIS : Multidisciplinary Journal of Social Sciences, 01(02), 172– 184. https://azramediaindonesia.azramediaindonesia.co m/index.php/hypothesis/article/v iew/664

Meutia, P. D., Rahmawati, C., Susiani, R., Ugahara, U., Effridanda, D. N., & Fitri, F. (2022). Bimbingan Belajar Bahasa Inggris Anak-Anak Melalui Permainan Di Gampong Ateuk Lam-Ura. SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 6(3), 1544. https://doi.org/10.31764/jpmb.v6 i3.10827

Nasution, D. S., Harahap, S. D., Siregar, S. D., & Hasibuan, A. (2021). Pendampingan Bahasa Inggris pada Anak-Anak Setingkat Sekolah Dasar di Desa Wisata Pagaran Gala-Gala, Mandailing Natal-Sumut, dalam Menghadapi Masyarakat Ekonomi Asean (MEA) melalui Metode Drilling dan Repetition. E-Amal: Jurnal Pengabdian Kepada Masyarakat, 1(2), 63– 72. https://doi.org/10.47492/eamal.v 1i2.573

Purba, A., Purba, R., Benarita, B., Matondang, M. K. D., Sipayung, R. W., Silalahi, M., Silalahi, T. F., Saragih, N., & Girsang, S. E. E. (2022). Analisis Kerumitan Bahasa Inggris Pada Siswa SMP Swasta Alwasliyah 40 Bandar Huluan. Community Development Journal : Jurnal Pengabdian Masyarakat, 2(3), 1100–1103. https://doi.org/10.31004/cdj.v2i3 .2942

Andayani, E. S. (2022). The Importance of Learning and Knowing English in Higher Education in Indonesia. Research and Development Journal of Education, 8(1), 372–379. https://doi.org/10.30998/rdje.v8i 1.13315

Andy, A., Rusfandi, R., & Muzammil, L. (2018). Pelatihan Berbahasa Inggris dengan Drilling dan Repetition bagi Karang Taruna Desa Jedong. Martabe : Jurnal Pengabdian Kepada Masyarakat, 1(2), 42–48. https://doi.org/10.31604/jpm.v1i 2.42-48

Anisa, K. D., Marmanto, S., & Supriyadi, S. (2020). The Effect of Gamification on Students’ Motivation in Learning English. Leksika: Jurnal Bahasa, Sastra dan Pengajarannya, 14(1), 22– 28. https://doi.org/10.30595/lks.v14i 1.5695

Firmansyah, M. S., Fithriyani, H. Y., & Susilo, S. (2022). Peningkatan Kemampuan Berkomunikasi Menggunakan Bahasa Inggris (Greeting & Parting) bagi Siswa-siswi SMKN 1 Dukuhturi. Martabe : Jurnal Pengabdian Kepada Masyarakat, 5(5), 1680–1688. https://doi.org/10.31604/jpm.v5i 5.1680-1688

Handayani, D., Ummu’qultsum, S., Riski, R. T., Arlando, A. D., Sasoni, B. E., & Anggraini, R. (2023). Learning English by Applying Fun Activities with Octo’20 E Course at Pratu Aidit Street Kampung Bali. Community Development Journal : Jurnal Pengabdian Masyarakat, 4(3), 5721–5723. https://doi.org/10.31004/cdj.v4i3 .17464

Hermansyah, S., Ahmad, J., Rasak, M. R., Mustanir, A., Hanafi, M., Trisnawaty, T., & Suleha, S. (2023). Pelatihan Belajar Bahasa Inggris untuk Anak SDN 124 Jalikko, Tallu Bamba, Kec. Enrekang, Kabupaten Enrekang, Prov. Sulawesi Selatan. Community Development Journal : Jurnal Pengabdian Masyarakat, 4(4), 7038–7044. https://doi.org/10.31004/cd.v4i4. 18631

Romadhon, S. A., Indrayanti, I., & F, H. Y. (2023). Peningkatan Vocabulary Siswa Menggunakan Whispering Game. Martabe : Jurnal Pengabdian Kepada Masyarakat, 6(3), 790–794. https://doi.org/10.31604/jpm.v6i 3.790-794

Wafa, H., Jannah, F., Andayani, S., Tjahyadi, I., & Sutrisno, A. (2023). Pemanfaatan Metode Kompetisi dalam Meningkatkan Minat Belajar Bahasa Inggris Siswa Pendidikan Anak Usia Dini. Community Development Journal : Jurnal Pengabdian Masyarakat, 4(2), 4430–4434. https://doi.org/10.31004/cdj.v4i2 .15949

Warman, J. S., & Mardiyah, F. (2019). The Implementation and Effectiveness of Integrated Approaches in Improving English Basic Skills for Beginners. JEELL (Journal of English Education, Linguistics and Literature), 6(1), 1–10. https://doi.org/10.32682/jeell.v6i 1.1036

Wirateruna, E. S., Olfiyanto, A. F., Rahmadhani, C., & Rifaini, I. (2021). Pendampingan Pembelajaran Bahasa Inggris pada Masa Covid-19 untuk Pelajar Sekolah Dasar. Jurnal Pembelajaran Pemberdayaan Masyarakat (JP2M), 2(4), 305. https://doi.org/10.33474/jp2m.v2 i4.13554

Amirulloh, T. R. A.Risnasari, M.& Ningsih, P. R. 2019. Pengembangan Game Edukasi Matematika (Operasi Bilangan Pecahan) Berbasis Android Untuk Sekolah Dasar. Jurnal Ilmiah Edutic, 5(2), 115–123.

Darmawan, I. P. A. & Sujoko, E. 2013. Revisi Taksonomi Pembelajaran Benyamin S. Bloom. Satya Widya, 29(1), 30. doi: 10.24246/j.sw.2013.v29.i1.p30-39.

N.A, R. A. 2014. Game Edukasi Pengenalan Warna Sebagai Media-Pembelajaran Anak Usia Prasekolah Berbasis Android. Jurnal Teknik Elektro, 6(1), 30

Pancaningrum, N. 2017. Strategi Pembelajaran :Taksonomi Bloom Dalam Games Simulation Method Di Tingkat Raudhatul Athfal. ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal, 4(1), 112. doi: 10.21043/thufula.v4i1.1939.

Ramadan, R. & Widyani, Y. 2013. Game Development Life Cycle Guidelines. in International Conference on Advanced Computer Science and Information Systems (ICACSIS 2013). Bali: Universitas Indonesia, 95–100. doi: 10.1109/ICACSIS.2013.6761558.

Rusman, R. 2016. Model-Model Pembelajaran : Mengembangkan Profesionalisme Guru. 2nd edn. Depok: PT Raja Grafindo Persada.

Salam, N.Safei, S.& Jamilah, J. 2018. Pengembangan Media Pembelajaran Permainan Ular Tangga Pada Materi Sistem Saraf. Jurnal Al-Ahya, 1(1), 52–69.

Sriwahyuni, N. A. & Mardono, M. 2016. Pengembangan Media Pembelajaran Game Edukasi Pada Mata Pelajaran Ekonomi Kelas X IIS SMA Laboratorium Universitas Negeri Malang. Jurnal Pendidikan Ekonomi (JPE), 9(2), 133–142. Available at: http://journal.um.ac.id/index.php/jpe/article/view/7160.

Setiyorini, T. & Asmono, R. T. 2017. Penerapan Gini Index Dan K-Nearest Neighbor Untuk Klasifikasi Tingkat Kognitif Soal Pada Taksonomi Bloom. Jurnal Pilar Nusa Mandiri, 13(2), 209–216.

Ayu, Lusi Dyah. 2012. The Use of Games in Teaching English at SMAN 2 Pare. State University of Malang. http://jurnal online.um.ac.id/data/ artikel/artikel2F52ED8757B2931EE9 B7AE011A1263E5.pdf

Al Irsyadi, F. Y., Annas, R., & Kurniawan, Y. I. (2019). Game Edukasi Pembelajaran Bahasa Inggris untuk Pengenalan Benda-Benda di Rumah bagi Siswa Kelas 4 Sekolah Dasar. Jurnal Teknologi Dan Informasi, 9(2), 78–92. https://doi.org/10.34010/jati.v9i2.1844

Manurung, P., & Sambayu, H. (2017). Meningkatkan Kemampuan Bahasa Inggris Mahasiswa/i Program Studi Pendidikan Bahasa Inggris Fkip-Una dengan Literature Aprroach. 1080–1092. https://doi.org/10.31227/osf.io/a29r4

Prihantoro, A. (2018). Mengembangkan Strategi Pembelajaran Bahasa Inggris Yang Kreatif. Ulumuddin : Jurnal Ilmu-Ilmu Keislaman, 8(1), 49–62. https://doi.org/10.47200/ulumuddin.v8i1.173

Sobhani, M., & Sadegh Bagheri, M. (2014). Attitudes toward the effectiveness of communicative and educational language games and fun activities in teaching and learning English. Theory and Practice in Language Studies, 4 (5), 1066 –1073. https://doi.org/10.4304/tpls.4.5.1066-1073

Manurung, S., & Yana, D. (2018). Learning English Using Songs for Elementary Students At Kavling Seroja. Minda Baharu, 2(2), 132. https://doi.org/10.33373/jmb.v2i1.1389[12]

Published

2024-01-30