Upaya Peningkatan Motivasi Peserta Didik Kelas X - 3 pada Mata Pelajaran Bahasa Inggris dengan Menggunakan Media Game Wordwall

Authors

  • Bintang Soraya Universitas Muhammadiyah Jember image/svg+xml
  • Rita Sinta Dewi SMA Negeri Pakusari

DOI:

https://doi.org/10.47134/jtp.v1i4.89

Keywords:

wordwall, media game, motivasi, bahasa inggris

Abstract

Penelitian ini bertujuan untuk mengeksplorasi upaya peningkatan motivasi peserta didik kelas X -3 di SMAN Pakusari dalam mata pelajaran Bahasa Inggris dengan menggunakan media game Wordwall. Metode penelitian yang digunakan adalah penelitian tindakan kelas yang melibatkan 35 peserta didik selama tiga siklus. Data dikumpulkan melalui observasi, angket motivasi, dan tes hasil belajar. Hasil penelitian menunjukkan bahwa penggunaan media game Wordwall secara konsisten meningkatkan motivasi peserta didik dalam mempelajari Bahasa Inggris. Peserta didik menunjukkan level motivasi yang lebih tinggi, termotivasi untuk berpartisipasi aktif dalam pembelajaran, dan memiliki minat yang meningkat dalam mempelajari materi Bahasa Inggris. Selain itu, hasil tes menunjukkan peningkatan yang signifikan dalam penguasaan keterampilan Bahasa Inggris. Oleh karena itu, disarankan agar guru menggunakan mediagame Wordwall sebagai salah satu strategi pengajaran untuk meningkatkan motivasi peserta didik dan hasil belajar di kelas Bahasa Inggris.

References

Afriwilda, M. T. (2021). The effectiveness of motivational interviewing counseling to improve psychological well-being on students with online game addiction tendency. Islamic Guidance and Counseling Journal, 4(1), 106–115. https://doi.org/10.25217/igcj.v4i1.1235 DOI: https://doi.org/10.25217/igcj.v4i1.1235

Angelini, M. L. (2019). Enhancing students’ written production in English through flipped lessons and simulations. International Journal of Educational Technology in Higher Education, 16(1). https://doi.org/10.1186/s41239-019-0131-8 DOI: https://doi.org/10.1186/s41239-019-0131-8

Anjani, K. D., Fatchan, A., & Amirudin, A. (2016). ‘Pengaruh Pembelajaran Berbasis Turnamen dan Games Terhadap Motivasi Belajar Siswa’. Jurnal Pendidikan Teori, Penelitian, Dan Pengembangan.

Aoyagi, K. (2020). A qualitative investigation of the factors perceived to influence student motivation for school-based extracurricular sports participation in Japan. International Journal of Adolescence and Youth, 25(1), 624–637. https://doi.org/10.1080/02673843.2019.1700139 DOI: https://doi.org/10.1080/02673843.2019.1700139

Chapman, J. R. (2018). Does educational gamification improve students’ motivation? If so, which game elements work best? Journal of Education for Business, 93(7), 314–321. https://doi.org/10.1080/08832323.2018.1490687 DOI: https://doi.org/10.1080/08832323.2018.1490687

Das, S. (2022). Creating crossword puzzles - a motivational learning tool. International Journal of Medical Toxicology and Legal Medicine, 25(3), 142–146. https://doi.org/10.5958/0974-4614.2022.00065.1 DOI: https://doi.org/10.5958/0974-4614.2022.00065.1

Davies, L. M. (2022). Rethinking literature, knowledge and justice: selecting ‘difficult’ stories for study in school english. Pedagogy, Culture and Society, 30(3), 367–381. https://doi.org/10.1080/14681366.2021.1977981 DOI: https://doi.org/10.1080/14681366.2021.1977981

Dyah Lukita, Niko Sudibjo. (2021). ‘Faktor - Faktor yang Mempengaruhi Motivasi Belajar Siswa di Era Pandemi COVID – 19’. Jurnal Teknologi Pendidikan.

Georgiou, Y. (2018). Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings. Computers in Human Behavior, 89, 173–181. https://doi.org/10.1016/j.chb.2018.08.011 DOI: https://doi.org/10.1016/j.chb.2018.08.011

Gladis Vella Noviyanti. (2018). ‘Pengaruh Game Based Learning Terhadap Hasil Belajar Mata Pelajaran Ekonomi Kelas X SMA’, Pengaruh Game Based Learning Terhadap Hasil Belajar Mata Pelajaran Ekonomi Kelas X SMA.

Gómez-Urquiza, J. L. (2019). The impact on nursing students’ opinions and motivation of using a “Nursing Escape Room” as a teaching game: A descriptive study. Nurse Education Today, 72, 73–76. https://doi.org/10.1016/j.nedt.2018.10.018 DOI: https://doi.org/10.1016/j.nedt.2018.10.018

Howard, J. L. (2021). Student Motivation and Associated Outcomes: A Meta-Analysis From Self-Determination Theory. Perspectives on Psychological Science, 16(6), 1300–1323. https://doi.org/10.1177/1745691620966789 DOI: https://doi.org/10.1177/1745691620966789

Hu, G. (2019). English-medium instruction in higher education: Lessons from China. Journal of Asia TEFL, 16(1), 1–11. https://doi.org/10.18823/asiatefl.2019.16.1.1.1 DOI: https://doi.org/10.18823/asiatefl.2019.16.1.1.1

Ibáñez, M. B. (2020). Impact of augmented reality technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers and Education, 145. https://doi.org/10.1016/j.compedu.2019.103734 DOI: https://doi.org/10.1016/j.compedu.2019.103734

Kuo, H. (2019). Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course. Thinking Skills and Creativity, 31, 1–10. https://doi.org/10.1016/j.tsc.2018.09.001 DOI: https://doi.org/10.1016/j.tsc.2018.09.001

Lei, Y. (2022). Learning English vocabulary from word cards: A research synthesis. Frontiers in Psychology, 13. https://doi.org/10.3389/fpsyg.2022.984211 DOI: https://doi.org/10.3389/fpsyg.2022.984211

Li, Y. (2022). Inclusive learning environments can improve student learning and motivational beliefs. Physical Review Physics Education Research, 18(2). https://doi.org/10.1103/PhysRevPhysEducRes.18.020147 DOI: https://doi.org/10.1103/PhysRevPhysEducRes.18.020147

Meyerhöffer, N. (2019). The exclusive language of science? Comparing knowledge gains and motivation in English-bilingual biology lessons between non-selected and preselected classes. International Journal of Science Education, 41(1), 1–20. https://doi.org/10.1080/09500693.2018.1529446 DOI: https://doi.org/10.1080/09500693.2018.1529446

Nurhayati, Erliz. (2020). ‘Meningkatkan Keaktifan Siswa Dalam Pembelajaran Daring Melalui Media Game Edukasi Quiziz pada Masa Pencegahan Penyebaran Covid-19’, Jurnal Penelitian dan Pengembangan Pendidikan. DOI: https://doi.org/10.33394/jp.v7i3.2645

Pahrudin, A. (2020). The effects of the ECIRR learning model on mathematical reasoning ability in the curriculum perspective 2013: Integration on student learning motivation. European Journal of Educational Research, 9(2), 675–685. https://doi.org/10.12973/eu-jer.9.2.675 DOI: https://doi.org/10.12973/eu-jer.9.2.675

Puslitjak Kemendikbud. (2021), ‘Meningkatkan Kemampuan Literasi Dasar Siswa Indonesia Berdasarkan Analisis Data PISA 2018’, Jurnal Analisis Hasil PISA 2018.

Puspendik. (2019), ‘Meningkatkan Kemampuan Literasi Dasar Siswa Indonesia Berdasarkan Analisis Data PISA 2018’, Jurnal Analisis Hasil PISA 2018.

Salsabila, Unik Hanifah, dkk. (2020). ‘Pemanfaatan Aplikasi Quizizz Sebagai Media Pembelajaran Ditengah Pandemi Pada Siswa SMA’, Jurnal Ilmiah Ilmu Terapan Universitas Jambi. DOI: https://doi.org/10.22437/jiituj.v4i2.11605

Steinmayr, R. (2018). Does students’ grit predict their school achievement above and beyond their personality, motivation, and engagement? Contemporary Educational Psychology, 53, 106–122. https://doi.org/10.1016/j.cedpsych.2018.02.004 DOI: https://doi.org/10.1016/j.cedpsych.2018.02.004

Sun, R. Q. (2023). The effects of online game addiction on reduced academic achievement motivation among Chinese college students: the mediating role of learning engagement. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1185353 DOI: https://doi.org/10.3389/fpsyg.2023.1185353

Taştan, S. B. (2018). The impacts of teacher’s efficacy and motivation on student’s academic achievement in science education among secondary and high school students. Eurasia Journal of Mathematics, Science and Technology Education, 14(6), 2353–2366. https://doi.org/10.29333/ejmste/89579 DOI: https://doi.org/10.29333/ejmste/97832

Torppa, M. (2020). Reading comprehension difficulty is often distinct from difficulty in reading fluency and accompanied with problems in motivation and school well-being. Educational Psychology, 40(1), 62–81. https://doi.org/10.1080/01443410.2019.1670334 DOI: https://doi.org/10.1080/01443410.2019.1670334

Vanslambrouck, S. (2018). Students’ motivation and subjective task value of participating in online and blended learning environments. Internet and Higher Education, 36, 33–40. https://doi.org/10.1016/j.iheduc.2017.09.002 DOI: https://doi.org/10.1016/j.iheduc.2017.09.002

Wulyani, A. N. (2019). Exploring EFL teachers’ English language proficiency: Lessons from Indonesia. Indonesian Journal of Applied Linguistics, 9(2), 263–274. https://doi.org/10.17509/ijal.v9i2.20217 DOI: https://doi.org/10.17509/ijal.v9i2.20217

Zulfah, N. (2023). Pemanfaatan Media Game Edukasi Wordwall untuk Meningkatkan Minat Belajar Siswa. Penelitian Tindakan Kelas Indonesia, 1(1). https://doi.org/10.47134/ptk.v1i1.5 DOI: https://doi.org/10.47134/ptk.v1i1.5

Downloads

Published

2024-01-05

How to Cite

Soraya, B., & Dewi, R. S. (2024). Upaya Peningkatan Motivasi Peserta Didik Kelas X - 3 pada Mata Pelajaran Bahasa Inggris dengan Menggunakan Media Game Wordwall. Jurnal Teknologi Pendidikan, 1(4), 12. https://doi.org/10.47134/jtp.v1i4.89

Issue

Section

Articles

Similar Articles

1 2 > >> 

You may also start an advanced similarity search for this article.