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Dakon Game as a Culture-Based Strategy for Collaborative Indonesian Learning Waraulia, Asri Musandi
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 6 No. 1 (2025): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v6i1.1448

Abstract

Interactive and collaborative Indonesian learning is an important need in facing the challenges of conventional learning that tends to be passive and teacher-centered. Traditional games like dakon have great potential to be integrated as a fun, meaningful, and contextual learning medium. This research aims to explore how dakon can be used as an interactive and collaborative vehicle in Indonesian language learning, especially in developing language skills and strengthening cultural values. This study uses a literature review approach by analyzing various relevant research from academic sources. This study reviewed 38 articles related to the integration of traditional dakon games in Indonesian language learning, published between 2010 and 2024 and taken from academic sources such as Google Scholar, SINTA, DOAJ, and Scopus. The analysis was carried out qualitatively with a thematic analysis approach through three main stages: identification of themes using initial code processed with the help of NVivo software, synthesis of content based on the grouping of key findings, and comparison of results between studies to see thematic consistency and variation. The results of the analysis showed that 92% of studies reported improvements in students' cognitive aspects through mastery of vocabulary and text structure after the application of dakon. A total of 87% of studies recorded an increase in student motivation and learning engagement (affective aspect), while 95% of studies documented an increase in social interaction and cooperation between students (social aspect). In addition, 79% of the articles emphasized the role of dakon as a medium for preserving local culture in the context of modern learning. These findings confirm that dakon can be used as an interactive, collaborative, and contextual means of learning.
UPAYA PENINGKATAN KEMAMPUAN MENGIDENTIFIKASI TEKS TANGGAPAN MENGGUNAKAN MODEL DISCOVERY LEARNING BERBANTUAN MEDIA WEBSITE CANVA INTERAKTIF UNTUK SISWA KELAS VII D SMPN 11 MADIUN Sintya Meiriska Putri; Asri Musandi Waraulia; Munfaridatun Anwari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18167

Abstract

ABSTRACT This study was motivated by the low ability of Grade VII D students at SMPN 11 Madiun in identifying response texts in Indonesian language learning. The objectives of this study were (1) to describe the implementation of the Discovery Learning model assisted by Interactive Canva Website media in teaching response text identification to Grade VII D students at SMPN 11 Madiun, and (2) to improve students' ability to identify response texts through the implementation of the Discovery Learning model assisted by Interactive Canva Website media. This research employed Classroom Action Research (CAR), conducted in two cycles. Each cycle consisted of four stages: planning, implementation, observation, and reflection. The subjects of the study were 31 students of Grade VII D at SMPN 11 Madiun. Data were collected through tests, observations, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The results showed that the implementation of the Discovery Learning model assisted by Interactive Canva Website media was effective in improving students' ability to identify response texts. In the pre-cycle stage, the students' learning mastery was 41.9% (13 out of 31 students). In Cycle I, it increased to 64.5% (20 out of 31 students), and in Cycle II, it improved significantly to 90.3% (28 out of 31 students).
PENINGKATAN HASIL BELAJAR MATERI PUJIAN, KRITIK DAN SARAN MELALUI GAMIFIKASI GIMKIT PADA MURID VII B SMP NEGERI 11 MADIUN Regina Dyahayu Puriswandira; Asri Musandi Waraulia; Munfaridatun Anwari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18213

Abstract

This classroom action research (CAR) aims to improve students' learning outcomes in Indonesian language learning, specifically on the topic of praise, criticism, and suggestions, through the implementation of Gimkit gamification. The subjects of this research were 31 students of class VII B at SMP Negeri 11 Madiun. Adopting the Kemmis and McTaggart model, this study was conducted in two cycles, each consisting of planning, action, observation, and reflection phases. Data were collected through learning outcome tests, observation sheets, and documentation, which were subsequently analyzed using descriptive qualitative and quantitative methods. The results demonstrate that the implementation of Gimkit effectively enhances students' learning outcomes. This is reflected in the steady increase in classical mastery, rising from 19% in the pre-cycle phase to 53% in Cycle I, and reaching 91% in Cycle II. The utilization of Gimkit as a game-based evaluation medium successfully delivers an interactive and engaging learning experience, which in turn optimizes students' comprehension of the material. In conclusion, Gimkit gamification is proven effective in improving students' learning outcomes on the topic.
PENINGKATAN AKUNTABILITAS BELAJAR MANDIRI MELALUI MODEL SELF-DIRECTED LEARNING BERBANTUAN PASPOR DETEKTIF LITERASI PADA MATERI TEKS SURAT Siti Kudriyah; Asri Musandi Waraulia; Munfaridatun Anwari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18359

Abstract

This study was motivated by the low level of self-directed learning accountability among Grade VII E students of SMP Negeri 11 Madiun in Indonesian language learning, particularly on the topic of letter texts. The study aimed to improve students' self-directed learning accountability through the implementation of the Self-Directed Learning (SDL) model assisted by the Literacy Detective Passport. This study employed Classroom Action Research based on the Kemmis and McTaggart model and was conducted in two cycles involving 31 students. Data were collected through observation, documentation, field notes, and learning outcome assessments, and were analyzed using descriptive qualitative and quantitative techniques. The learning process integrated the Literacy Detective Passport, differentiated instruction, the Help Desk as a scaffolding strategy, and the Key Envelope as a medium for self-assessment and self-correction. The findings revealed a consistent improvement in students' self-directed learning accountability. The mean accountability score increased from 62.85 in the pre-cycle to 74.71 in Cycle I and 83.13 in Cycle II. The percentage of students achieving the good and very good categories also increased from 67.74% in Cycle I to 90.32% in Cycle II, exceeding the predetermined success indicator. These findings indicate that the Self-Directed Learning model assisted by the Literacy Detective Passport is effective in enhancing students' self-directed learning accountability while strengthening their responsibility, academic honesty, reflective ability, and independent learning skills is in learning letter texts.
PENINGKATAN HASIL BELAJAR MATERI SURAT RESMI MELALUI PEMANFAATAN KUIS INTERAKTIF WORDWALL PADA PESERTA DIDIK KELAS VII G SMP NEGERI 11 MADIUN Sari Nur Aftitani; Asri Musandi Waraulia; Munfaridatun Anwari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 03, September 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18378

Abstract

Penelitian Tindakan Kelas (PTK) ini bertujuan untuk meningkatkan hasil belajar peserta didik pada materi surat resmi melalui pemanfaatan kuis interaktif Wordwall. Latar belakang penelitian ini adalah rendahnya ketuntasan hasil belajar dan keterlibatan peserta didik di kelas VII G SMP Negeri 11 Madiun. Penelitian ini mengikuti desain penelitian tindakan kelas model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus, di mana setiap siklus meliputi tahap perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian ini adalah peserta didik kelas VII G yang berjumlah 30 orang. Pengumpulan data dilakukan melalui teknik tes objektif yang diintegrasikan dalam Wordwall serta teknik nontes menggunakan lembar observasi aktivitas guru dan peserta didik. Kriteria Ketuntasan Minimal (KKM) yang ditetapkan adalah 70. Hasil penelitian menunjukkan adanya peningkatan performa peserta didik yang signifikan. Pada tahap prasiklus, ketuntasan klasikal hanya mencapai 33,33% (10 peserta didik) dengan rata-rata nilai kelas 62,5. Setelah tindakan diterapkan pada Siklus I, ketuntasan belajar meningkat menjadi 60,00% (18 peserta didik) dengan rata-rata nilai 71,2. Pada Siklus II, melalui optimalisasi fitur kuis dan pengelompokan kooperatif, ketuntasan klasikal melonjak tajam hingga mencapai 90,00% (27 peserta didik) dengan ratarata nilai kelas 81,5. Berdasarkan temuan ini, dapat disimpulkan bahwa pemanfaatan kuis interaktif Wordwall secara efektif mampu meningkatkan hasil belajar materi surat resmi pada peserta didik kelas VII G SMP Negeri 11 Madiun.
PENERAPAN MODEL GAME-BASED LEARNING BERBASIS POS BERANTAI UNTUK MENINGKATKAN KEMAMPUAN MENGANALISIS KEBAHASAAN TEKS TANGGAPAN PADA SISWA KELAS VII F SMPN 11 KOTA MADIUN Silsilata Maghfiroh; Asri Musandi Waraulia; Munfaridatun Anwari
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18910

Abstract

This classroom action research was conducted in response to the low ability of Grade VII F students at SMP Negeri 11 Madiun to analyze the linguistic features of response texts, as indicated by low learning outcomes, limited learning motivation, and the predominance of conventional teaching methods. The study aimed to improve students' ability to analyze the linguistic features of response texts through the implementation of a Chain Post-based Game-Based Learning model. The research employed the Kemmis and McTaggart Classroom Action Research model consisting of two cycles, each involving planning, action, observation, and reflection. The participants were 30 Grade VII F students of SMP Negeri 11 Madiun. Data were collected through pre-tests, post-tests, observations, interviews, and documentation, and analyzed using descriptive comparative analysis. The findings revealed that the implementation of the Chain Post-based Game-Based Learning model significantly improved students' linguistic analysis skills. The average score increased from 62.5 in the pre-cycle to 75.0 in Cycle I and 85.3 in Cycle II. Classical learning mastery also improved from 33.3% to 63.3% and reached 100% in Cycle II. In addition to improving learning outcomes, the model enhanced students' participation, collaboration, motivation, and engagement throughout the learning process. Therefore, the Chain Post-based Game-Based Learning model is effective as an alternative instructional strategy for teaching the linguistic analysis of response texts in Indonesian language learning.