THE EFFICACY OF ICT-BASED INTERACTIVE GAMES IN FOSTERING LEARNING OUTCOME OF EFL YOUNG LEARNERS
DOI:
https://doi.org/10.23887/jpbi.v5i2.13463Abstract
Penelitan ini bertujuan untuk mengkaji sejauh mana media pembelajaran berupa permainan edukatif berbasis teknologi informasi dan komunikasi (TIK) yang dikembangkan melalui program powerpoint oleh Ratminingsih & Mahadewi (2016) efektif meningkatkan hasil belajar bahasa Inggris siswa sekolah dasar (SD). Desain penelitian adalah penelitian tindakan kelas. Subjek penelitian adalah siswa kelas V di sebuah sekolah negeri di Kecamatan Sukasada, Kabupaten Buleleng, Bali, Indonesia yang terdiri dari 19 siswa. Dalam makalah ini, efektifitas penggunaan media permainan berbasis TIK ini disajikan secara deskriptif. Data diambil melalui pretes dan dua tes akhir. Hasil penelitian menunjukkan bahwa hasil belajar siswa meningkat dari rata-rata hasil belajar 66,63 pada pretes menjadi 66,95 pada tes akhir I, dan 81,47 pada tes akhir II; dan bahwa rata-rata tes akhir II lebih besar daripada kriteria ketuntasan minimal (KKM) di kelas tersebut (rata-rata 70 dari skor maksimum 100)). Hasil penelitian ini mengindikasikan bahwa penggunaan permainan berbasis TIK tersebut mampu meningkatkan hasil belajar bahasa Inggris siswa SD, sekaligus mengkonfirmasi bahwa permainan edukatif berbasis TIK yang diuji dalam penelitian ini layak untuk dipergunakan dalam pengajaran bahasa Inggris bagi siswa SD.Kata Kunci : permainan edukatif berbasis TIK, powerpoint, pembelajaran Bahasa Inggris untuk anak-anak, hasil belajar
The current study aimed to investigate how far the information and communications technology (ICT)-based educational games developed through the powerpoint program by Ratminingsih and Mahadewi (2016) are effective in fostering elementary school students’ English learning outcome. The study employed a classroom action research design. The subjects comprised 19 fifth graders of a state elementary school in Sukasada District, Buleleng Regency, Bali Province, Indonesia. In this paper, the effectiveness of the ICT-based games was presented descriptively. Data were collected from a pre-test and two post-tests. The research results revealed that students’ learning outcome improves from a mean of 66.63 in the pre-test to 66.95 in post-test I, and to 81.47 in post-test II; and that the mean of the post-test II is evidently higher than the passing grade set for the class, which was 70 (out of maximum score 100). These results indicate that the use of the ICT-based interactive games could improve the elementary school students’ English learning outcome, and at the same time confirm that the ICT-based educational games tested in this study is proper to be used to teach English to elementary school students.
keyword : ICT-based educational game, powerpoint, teaching English for young learners, learning outcome
Published
2018-02-23
Issue
Section
Articles
License
Authors who publish with the Jurnal Pendidikan Bahasa Inggris Undiksha agree to the following terms:- Authors retain copyright and grant the journal the right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. (See The Effect of Open Access)