Penelitian ini bertujuan untuk mendeskripsikan penggunaan strategi bermain berbasis media lego dan meningkatkan penguasaan kosakata bahasa Arab setelah digunakan strategi bermain berbasis media lego di kelas 4 MI Nurul Huda Semarum. Penelitian dilakukan di MI Nurul Huda Semarum Trenggalek dengan subjek siswa kelas 4 yang berjumlah 27 siswa. Penelitian ini merupakan Penelitian Tindak Kelas dengan dua siklus, setiap siklusnya terdiri dari tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Metode pengumpulan data yang digunakan adalah observasi, wawancara, pre-test, dan post-test. Instrumen penelitian yang digunakan berupa pedoman observasi, pedoman wawancara, soal pre-test, dan soal post-test. Hasil penelitian ini menunjukkan bahwa penerapan strategi bermain berbasis media lego mencakup kegiatan perencanaan untuk menyiapkan bahan dan tempat bermain lego, kegiatan bermain yaitu siswa bermain menyusun lego, kegiatan penutup yaitu membahas kembali kegiatan pembelajaran, dan kegiatan evaluasi siswa mengerjakan post-test di setiap siklusnya. Setelah diterapkannya strategi bermain berbasis media lego, setiap siklusnya mendapatkan hasil yang signifikan, yaitu pada pre-test mendapatkan hasil 25 persen, pada post-test Siklus I mendapatkan hasil 56 persen, sedangkan pada post-test siklus II mendapatkan hasil 85 persen. Dengan demikian, peneliti dapat menyimpulkan bahwa penerapan strategi bermain berbasis media lego dapat meningkatkan penguasaan kosakata bahasa Arab siswa kelas 4 MI. Kata kunci: strategi bermain; lego; kosakata The Application of Lego Game-Based Strategy as a Media to Improve Arabic Vocabulary Mastery in Islamic Elementary Students This study aims to describe the use of lego media-based play strategies and increase in Arabic vocabulary mastery after using lego media-based play strategies in grade 4 MI Nurul Huda Semarum. The research was conducted at MI Nurul Huda Semarum, Trenggalek, with 27 students of grade 4 as the subjects. This research was a Class Action Research with two cycles, each cycle consisting of planning, implementation, observation, and reflection. Data collection methods used are observation, interviews, pre-test, and post-test. The research instruments were observation guidelines, interview guidelines, pre-test, and post-test questions. The results of this study indicate that the application of lego media-based play strategies includes planning activities to prepare materials and place to play Lego, playing activities, namely students playing assembling legos, closing activities, namely discussing learning activities again, and evaluation activities of students working on the post-test. After implementing the playing strategy based on Lego media, each cycle gets significant results namely, the pretest gets 25 percent results, while the post-test cycle I gets 56 percent results, and the second cycle gets 85 percent results. Thus, it can be said that the application of lego media-based play strategies can improve the Arabic vocabulary mastery of grade 4 students in MI. Keywords: playing strategy; lego; vocabulary
The purpose of this study was to describe the use of puzzle game learning media to improve Arabic word reading skills for class II SDN Sambangan and to describe improving Arabic word reading skills for class II SDN Sambangan students after using puzzle game learning media. The type of research used in this research was Classroom Action Research (CAR) which consists of two cycles. Data on the use and improvement of Arabic word reading skills were collected through observation sheets, interviews, and tests. The results of observations of the use of puzzle game learning media got good responses from students. There were also results of reading proficiency research showing that the pre-cycle reading ability of SDN Sambangan students is 45.5 percent and continues to increase in cycles I and II. The percentage of students' Arabic word reading skills in the first cycle was 57 percent, then increased to the second cycle, which was 80 percent. Thus, it can be concluded that the use of puzzle game media can improve the reading skills of second grade students at SDN Sambangan, and improve the word reading abilities of second grade students at SDN Sambangan. Keywords: media use; puzzle; word reading Abstrak: Tujuan penelitian ini adalah mendeskripsikan penggunaan media pembelajaran permainan puzzle untuk meningkatkan keterampilan membaca kata bahasa Arab siswa kelas II SDN Sambangan dan untuk mendeskripsikan peningkatan keterampilan membaca kata bahasa Arab siswa kelas II SDN Sambangan setelah menggunakan media pembelajaran permainan puzzle. Jenis penelitian yang digunakan dalam penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang terdiri atas dua siklus. Data tentang penggunaan dan peningkatan kemahiran membaca bahasa Arab diperoleh melalui lembar pengamatan, wawancara, dan tes. Hasil pengamatan penggunaan media pembelajaran permainan puzzle mendapatkan tanggapan yang baik dari siswa. Hasil penelitian kemampuan membaca juga menunjukkan bahwa kemampuan membaca pra siklus siswa SDN Sambangan sebesar 45,5 persen dan terus meningkat pada siklus I dan II. Persentase kemampuan membaca kata bahasa Arab siswa siklus I diperoleh sebesar 57 persen kemudian meningkat pada hasil siklus II yaitu sebesar 80 persen. Dengan demikian dapat disimpulkan bahwa penggunaan media permainan puzzle dapat meningkatkan keterampilan membaca siswa kelas II SDN Sambangan dan meningkatkan kemampuan membaca kata siswa kelas II SDN Sambangan. Kata kunci: penggunaan media; puzzle; membaca kata
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