"Pesawat Kertas", a Game that Motivates Students in Learning Bahasa Indonesia

S. Santoso
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引用次数: 2

Abstract

Online learning implemented in Indonesia caused many negative impacts, such as decreased student motivation and the creation of loss of learning. One way to overcome this is through the implementation of learning while playing. This research aims to describe the pesawat kertas (paper plane) game in learning Bahasa Indonesia in VII-A class, SMP Hamparan 2. The research method used is descriptive qualitative. The data in this research were obtained from documentation and questionnaires. The data analysis technique used is Miles and Huberman model. The results of this research indicate that the preparation of the pesawat kertas game in learning Bahasa Indonesia for VII-A class, SMP Hamparan 2 has been done very well. The stages in the preparation of learning are: analyze the syllabus, choosing learning media, making evaluation tools, making learning plans, and compiling the concept of the game that is carried out. Second, the stages and plots of the pesawat kertas game are pretty good and coherent. Readers can also see videos of students' excitement on Instagram of SMP Hamparan 2. The response of subjects to the pesawat kertas game that has been done is excellent. This can be seen from as many as 90% subjects agreeing that the game is fun and can make the spirit of learning.
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激励学生学习印尼语的游戏“Pesawat Kertas”
印度尼西亚实施的在线学习造成了许多负面影响,如学生积极性下降和学习损失的产生。解决这一问题的一种方法便是在游戏中学习。本研究旨在描述纸飞机(pesawat kertas)游戏在SMP Hamparan 2的VII-A班学习印尼语中的作用。使用的研究方法是描述性定性的。本研究数据来源于文献资料和问卷调查。使用的数据分析技术是Miles和Huberman模型。本研究结果显示,在印尼文七a班(SMP Hamparan 2)学习中,pesawat kertas游戏的准备工作做得很好。学习准备的阶段是:分析教学大纲,选择学习媒介,制作评估工具,制定学习计划,编写要进行的游戏概念。其次,pesawat kertas游戏的阶段和情节都非常好且连贯。读者还可以在SMP Hamparan 2的Instagram上看到学生们兴奋的视频。受试者对pesawat kertas游戏的反应非常好。这可以从多达90%的被试中看出,他们都认为这个游戏很有趣,可以激发学习的精神。
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