Chairos Valentino Sibarani
English Literature Program, Faculty of Languages and Arts, State University of Medan

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The Innovation of English Learning Resources Utilizing Interactive Games Aimed at Elementary School Students in Desa Pasar X Thereza Angie Grifin; Rani Amelia Sihite; Sabrina Wandani Hutabarat; Mesra Sinambela; Chairos Valentino Sibarani
Asshika: Journal of English Language Teaching and Learning Vol. 2 No. 1 (2024): October
Publisher : Saniya Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65190/asshika.v2i1.212

Abstract

This study addresses the underutilization of effective learning media to enhance elementary school students' comprehension of English. The primary objective is to create interactive, game-based learning tools that enhance students' understanding of English vocabulary. The research specifically targets elementary school students in Pasar X Village, Kutalimbaru. Employing the Research and Development (R&D) methodology, the study follows the ADDIE model, which encompasses five phases: Analysis, Design, Development, Implementation, and Evaluation. Data collection methods included observation and pre-test and post-test assessments to measure students' understanding. The implementation of interactive games, such as board games and plasticine activities, demonstrated significant effectiveness. The post-test results indicated a notable improvement in student comprehension, rising from 69.5% in the pre-test to 80.25%, thereby confirming that these media enhance students' retention and engagement in English learning. The successful development of interactive, game-based learning media has significantly strengthened students' vocabulary knowledge, fostering a dynamic, enjoyable learning environment that encourages active participation and skill development.