تطوير وسيلة لعبة "مونوبولي" على أساس النظرية البنائية لتعليم المفردات بالتطبيق على الطالبة في مدرسة أمانة الله المتوسطة بانجوانجي للسنة الدراسية 2023/ 2024 م

Salsabila, Rizki Shofya (2024) تطوير وسيلة لعبة "مونوبولي" على أساس النظرية البنائية لتعليم المفردات بالتطبيق على الطالبة في مدرسة أمانة الله المتوسطة بانجوانجي للسنة الدراسية 2023/ 2024 م. Masters thesis, UIN KHAS JEMBER.

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Abstract

Vocabulary is an important aspect of language comprehension. Game media in language learning can serve as a means to enhance students' enthusiasm and motivation in the learning process. The researcher found that students at Amanatullah Junior High School felt bored with Arabic language lessons, which tended to be monotonous. The teacher predominantly employs the lecture method. The only tools used in the classroom are the blackboard and textbooks. In evaluating students' daily quizzes, many students still score below the standard. Errors tend to occur in sentence comprehension. Students need more vocabulary mastery to understand sentences. Monopoly is a fairly complex game. It involves various aspects, such as competing to acquire properties, solving problems when landing on challenge spaces, and others. In this context, the researcher is interested in developing Monopoly game media as a tool for learning to enhance students' vocabulary and understanding in reading Arabic sentences.
The objective of this study is to describe the process of developing monopoly game media in accordance with constructivist theory for vocabulary learning, and to ascertain the extent to which this approach is feasible and effective when applied to students at Amanatullah Banyuwangi Junior High School.
The research employed the Research and Development (R&D) method using the ADDIE model. To achieve research outcomes with this model, five stages must be followed: Analysis, Design, Development, Implementation, and Evaluation. The population and sample in this study consist of 8th-grade students at SMP Amanatullah Gambiran Banyuwangi. Data was collected through observation, interviews, questionnaires, documents, and tests. The data analysis methods used include both qualitative and quantitative analysis.
In this study, the researcher obtained the following results: First, in the design and development stage, the researcher used the CANVA application to design the game. The game board measures 40 cm × 40 cm and is equipped with vocabulary square cards, question mark cards, and exclamation mark cards, printed through a printing service. Second, the monopoly media received a validation score of 98% from the educational media validator, with a rating of "excellent." The material validator scored 91% and was rated "excellent." These scores indicate that this game media is suitable for learning Arabic vocabulary. Third, the hypothesis test results show a sig-2 value of 0.000 < 0.05, leading to the rejection of H0 and acceptance of Ha. This significance indicates that the developed game media is effective for vocabulary learning and can enhance students' learning outcomes

Item Type: Thesis (Masters)
Subjects: 13 EDUCATION > 1303 Specialist Studies In Education > 130313 Teacher Education and Professional Development of Educators
Divisions: Program Magister > Pendidikan Bahasa Arab
Depositing User: Rizki Shofya Salsabila
Date Deposited: 11 Jul 2024 03:29
Last Modified: 23 Dec 2024 07:15
URI: http://digilib.uinkhas.ac.id/id/eprint/36341

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