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Pengaruh Media Rolling Bottle Game terhadap Minat Belajar Bahasa Indonesia Siswa SD Alfun; Muhammad Misbahul Munir
JPG: Jurnal Pendidikan Guru Vol. 6 No. 4 (2025): JPG: Jurnal Pendidikan Guru
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Ibn Khaldun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/jpg.v6i4.21488

Abstract

Pembelajaran Bahasa Indonesia di kelas IV SDN 2 Sowan Lor Jepara menunjukkan bahwa guru belum sepenuhnya menerapkan konsep pembelajaran yang inovatif. Penggunaan media yang belum maksimal, serta metode konvensional membuat peserta didik merasa jenuh dan minat belajar rendah. Tujuan penelitian ini agar mengetahui bagaimana media Rolling Bottle Game dapat memengaruhi minat belajar peserta didik dalam pembelajaran Bahasa Indonesia. Pendekatan penelitian adalah kuantitatif dengan desain pre-eksperimental one group pretest-posttest dengan mengikutsertakan 26 peserta didik kelas IV SDN 2 Sowan Lor. Proses memperolehan data melalui wawancara, lembar observasi, dan angket minat belajar. Hasil analisis terdapat adanya peningkatan minat belajar cukup signifikan, skor rata-rata pretest yang awalnya sebesar 10.4615 naik menjadi 16.0385 pada posttest, uji paired sample t-test memperoleh scor signifikansi 0,000 (<0,05) dan nilai N- gain 0.58888 masuk dalam kategori sedang. Dengan demikian, penerapan media Rolling Bottle Game terbukti efektif meningkatkan minat belajar dan terciptanya suasana pembelajaran Bahasa Indonesia yang lebih interaktif, menarik dan menyenangkan peserta didik. Keywords : Rolling Bottle Game, Minat, Bahasa Indonesia. The Indonesian language learning in the fourth grade of SDN 2 Sowan Lor Jepara shows that teachers have not fully implemented innovative learning concepts. The use of media has not been maximized, and conventional methods make students feel bored and have low learning interest. The aim of this research is to find out how the Rolling Bottle Game media can influence students' interest in learning Indonesian. The research approach is quantitative with a one-group pretest-posttest pre-experimental design, involving 26 fourth-grade students of SDN 2 Sowan Lor.The process of data acquisition was done through interviews, observation sheets, and learning interest questionnaires. The analysis results showed a significant increase in learning interest, with an average pretest score initially at 10.4615 rising to 16.0385 in the posttest. The paired sample t-test yielded a significance score of 0.000 (<0.05) and an N-gain value of 0.58888, which falls into the medium category. Thus, the implementation of the Rolling Bottle Game media proved effective in enhancing learning interest and creating a more interactive, interesting, and enjoyable learning atmosphere for Indonesian language students. Keywords: Rolling Bottle Game, Interests, Indonesia.