DEVELOPING CHARACTER BASED LANGUAGE LEARNING GAMES IN TEACHING ENGLISH FOR SECOND GRADE JUNIOR HIGH SCHOOL STUDENTS IN SMP NEGERI 4 SINGARAJA

Authors

  • Ni Wayan Devi Crisnady .
  • Dra. Luh Putu Artini, MA., Ph.D. .
  • Ni Wayan Surya Mahayanti, S.Pd, M.Pd .

DOI:

https://doi.org/10.23887/jpbi.v4i1.8175

Abstract

Penelitian ini adalah penelitian pengembangan yang bertujuan untuk (1) mengembangkan permainan pembelajaran bahasa berbasis pendidikan karakter dalam mengajar bahasa Inggris untuk siswa kelas 2 SMP dan (2) menganalsis kualitas dari produk tersebut sebagai sebuah strategi mengajar. Subjek dari penelitian ini adalah siswa SMP Negeri 4 Singaraja di kelas VIII B6. Model penelitian Sugiyono digunakan dalam prosedur penelitian ini. Data yang diperoleh dikumpulkan dengan menggunakan beberapa instrumen penelitian seperti; lembar observasi, kueisioner, panduan wawancara mendalam, checklist, dan rubrik penilian sikap. Data tersebut kemudian dianalisis secara kualitatif menggunakan persentase frekuensi dan data dari kualitas produk dianalisis secara kuantitatif menggunakan rumus dari Nurkancana and Sunartana. Berdasarkan perolehannya, telah dikembangkan empat permainan yang disajikan kedalam buku pedoman permainan, dan hasil dari validasi ahli menunjukan bahwa permainan yang dikembangkan dan buku pedoman permainan yang dirancang dikategorikan sebagai produk unggulan. Terlebih lagi, hasil yang sama dari kuesioner guru menunjukan kualitas produk sebagai kategori unggulan. Hasil dari kuesioner siswa juga menunjukan bahwa mereka sangat antusias dan termotivasi dengan aktifitas pembelajaran menggunakan permainan. Disamping itu, karakter yang diturunkan dari permainan yang dikembangkan sudah mulai terlihat pada beberapa siswa selama permainan tersebut dimainkan.
Kata Kunci : buku permainan, karakter, permainan pembelajaran bahasa

This research is a research and development study which aimed at (1) developing character based language learning games for teaching English for second grade junior high school students and (2) analyzing the quality of that product as teaching strategy. The subjects of this study were the 2nd grade junior high school students of VIII B6 class in SMP Negeri 4 Singaraja. Sugiyono design model was employed as the present research procedures. The data were collected by using several research instruments, such as observation sheets, questionnaires, in-depth interview guide, checklists, and affective rubrics. The data obtained were analyzed qualitatively by using percentage of frequency and the data of the product’s quality were analyzed quantitatively by using Nurkancana and Sunartana formula. From the result, four games which presented into a manual games book were developed, and the result of experts’ validation showed that the games developed and the manual games book designed were categorized as excellent prototype. In addition, the result of teacher’s questionnaire showed the product’s quality as excellent category. Result of students’ questionnaire also showed that they were so enthusiastic and motivated with the learning activities using game. Besides, the inherited characters from the game were starting to emerge to some students during the game was played.
keyword : games book, characters, language learning games

Published

2016-08-03

Issue

Section

Articles