Marlina Marlina
Universitas Muhammadiyah Malang

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EFEKTIVITAS GAME-BASED LEARNING DALAM MENINGKATKAN KEMAMPUAN SISWA KELAS IV DALAM PENULISAN HURUF KAPITAL DAN TANDA BACA Marlina Marlina; Daroe Iswatiningsih
TEACHING : Jurnal Inovasi Keguruan dan Ilmu Pendidikan Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teaching.v6i2.10935

Abstract

Students’ low proficiency in using capital letters and punctuation remains a challenge in Indonesian language learning at the elementary school level. This study aims to examine the effectiveness of the Game-Based Learning method through a sentence card game in improving the skills of using capital letters and punctuation among fourth-grade students at SD Negeri 14 Moramo. The study employed a quantitative approach with a pre-experimental one-group pretest–posttest design. The sample consisted of 20 students selected using a total sampling technique. Data were collected through tests administered before and after the treatment and analyzed using descriptive statistics and a paired sample t-test. The treatment was implemented through sentence card game activities in which students were required to arrange and correct the use of capital letters and punctuation appropriately. The findings revealed an improvement in students’ abilities after the implementation of the Game-Based Learning method. The mean score for the use of capital letters increased from 72.00 to 89.05, while the punctuation score increased from 68.90 to 85.55. Statistical analysis showed a significant difference (p < 0.05). These findings indicate that Game-Based Learning based on sentence card games is effective in improving students’ writing skills and can be used as an innovative and engaging instructional strategy in elementary schools. ABSTRAK Kemampuan siswa dalam menggunakan huruf kapital dan tanda baca yang masih rendah menjadi salah satu permasalahan dalam pembelajaran Bahasa Indonesia di tingkat sekolah dasar. Penelitian ini bertujuan untuk mengkaji efektivitas metode Game-Based Learning melalui permainan kartu kalimat dalam meningkatkan keterampilan penulisan huruf kapital dan tanda baca pada siswa kelas IV SD Negeri 14 Moramo. Penelitian ini menggunakan pendekatan kuantitatif dengan desain pre-experimental one group pretest-posttest. Sampel penelitian berjumlah 20 siswa yang dipilih menggunakan teknik total sampling. Pengumpulan data dilakukan melalui tes sebelum dan sesudah perlakuan, kemudian dianalisis menggunakan statistik deskriptif dan uji paired sample t-test. Perlakuan diberikan melalui aktivitas permainan kartu kalimat yang mengharuskan siswa menyusun dan memperbaiki penggunaan huruf kapital serta tanda baca secara tepat. Hasil penelitian menunjukkan adanya peningkatan kemampuan siswa setelah penerapan metode Game-Based Learning. Rata-rata nilai penggunaan huruf kapital meningkat dari 72,00 menjadi 89,05, sedangkan nilai tanda baca meningkat dari 68,90 menjadi 85,55. Hasil uji statistik menunjukkan adanya perbedaan yang signifikan (p < 0,05). Temuan ini menunjukkan bahwa metode Game-Based Learning berbasis permainan kartu kalimat efektif dalam meningkatkan keterampilan menulis siswa dan dapat digunakan sebagai strategi pembelajaran yang inovatif dan menarik di sekolah dasar.
Academic Achievement in the Digital Age: Examining Gadget Use, Peer Support, and Teacher Competence Marlina Marlina; Erna Yayuk; Budiono Budiono
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 18 No. 2 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v18i2.9840

Abstract

This study aimed to explore the role of gadget use, peer support, and teacher competence in students’ academic achievement at SDN 14 Moramo, South Konawe Regency, Southeast Sulawesi. A qualitative research approach was employed in this study. Participants were selected using purposive sampling, involving students from grades four to six as key informants and teachers and the school principal as supporting informants. Data were collected through semi-structured interviews, classroom observations, and documentation, and analyzed using an interactive data analysis model. The findings showed that gadget use supported learning by providing access to digital resources but could reduce concentration when used excessively for entertainment. Peer support improved motivation, confidence, and participation through collaborative learning activities, although it could become a distraction when uncontrolled. Teacher competence supported learning effectiveness through instructional strategies, classroom management, and continuous guidance. The study concludes that gadget use, peer support, and teacher competence collectively shape students’ learning experiences and academic achievement in elementary education.