GAMIFIKASI BAHASA: MEDIA LITERASI UNTUK SISWA TINGKAT MADRASAH IBTIDAIYAH DI MASA PANDEMI

Taufik Arochman, M. D. F. Rizal
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Abstract

One of the ways to achieve literacy skills at Madrasah Ibtidaiyah is with the help of the media. Media literacy in learning is applied to improve the quality of students' listening, reading, writing, and speaking as well as media capable of gaining knowledge. One of the media literacy that can be applied in learning is language gamification activities. The objective of this study was to determine the extent of the benefits of language gamification for students at Madrasah Ibtidaiyah. The method of the research is qualitative, with research data collection techniques using participatory observation, interviews, and documentation. This research was conducted at MI Al Islam Balesari Magelang, with the research subjects were students in grades 3A and 3B with a total of 38 students. The data collected were analyzed and presented descriptively. The activities were carried out online considering the pandemic is still ongoing. The results of this study were, first, the process of using language gamification as a media for student literacy varies with the aim of enriching student vocabulary and, second, language gamification has a positive impact as a media for literacy for students at MI Al Islam Balesari. The activities were carried out effectively and the intended results were very good
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语言拟人化:大流行病期间伊斯兰伊斯兰学校学生的识字媒介
在伊比提达耶伊斯兰学校获得识字技能的方法之一是借助媒体的帮助。在学习中运用媒介素养,提高学生的听、读、写、说素质,以及获取知识的媒介能力。语言游戏化活动是一种可以应用于学习的媒介素养。本研究的目的是确定语言游戏化对伊斯兰学校学生的益处程度。研究的方法是定性的,研究数据收集技术使用参与式观察,访谈和文件。本研究在MI Al Islam Balesari Magelang进行,研究对象为3A和3B年级的学生,共38名学生。对收集到的数据进行了分析和描述。考虑到疫情仍在持续,这些活动是在网上进行的。本研究的结果是,首先,使用语言游戏化作为学生识字的媒介的过程与丰富学生词汇的目的不同;其次,语言游戏化作为一种媒介对MI Al Islam Balesari学生的识字产生了积极的影响。这些活动进行得很有效,预期的结果非常好
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