DEVELOPING GUESSING GAME FOR TEACHING VOCABULARY TO THE FIFTH GRADE STUDENTS OF SD NEGERI 5 KUBUTAMBAHAN - ., Komang Gede Suardiyasa; ., Dra. Luh Putu Artini, MA., Ph.D.; ., I Nyoman Pasek Hadi Saputra, S.Pd., M.Pd (Jurnal Pendidikan Bahasa Inggris undiksha, 2017)
Penelitian ini merupakan penelitian dan pengembangan yang menyangkut; Mengidentifikasi jenis kosa kata yang tepat untuk dikembangkan sebagai Guessing Game (GG) untuk pengajaran kosa kata ke kelas lima siswa SD Negeri 5 Kubutambahan. menganalisis kualitas dari Developing Guessing Game (GG) untuk mengajarkan kosakata ke kelas lima siswa SD Negeri 5 Kubutambahan. Penelitian ini mengikuti rancangan R & D yang diusulkan oleh Dick dan Carey (2005). Desain ini meliputi: analisis kebutuhan, analisis instruksional, lingkungan belajar dan pelajar, sasaran kinerja, rubrik penilaian, papan cerita, desain dan pengembangan, evaluasi formatif, revisi dan produk akhir. Subyek penelitian adalah siswa kelas lima dan guru SD Negeri 5 Kubutambahan. Data dikumpulkan melalui observasi, kuesioner, wawancara, review dokumen dan penilaian ahli. Data hasil observasi, kuesioner, wawancara dan kajian dokumen dianalisis dengan menggunakan Model Analisis Data Interaktif yang diajukan oleh Milles dan Huberman (1987). Hasil penilaian ahli dalam menganalisis kualitas permainan tebakan yang dikembangkan dianalisis dengan menggunakan Model Kesepakatan Interrater yang diajukan oleh Gregory (2000). Hasil penelitian menunjukkan bahwa: (1) ada empat permainan menebak telah dikembangkan dengan empat tema berbeda yang bertujuan untuk digunakan sebagai media pengajaran kosakata pada semester pertama siswa kelas 5. Game menebak itu dirancang berdasarkan kriteria silabus bahasa Inggris kurikulum berbasis sekolah untuk semester pertama siswa kelas 5 dan juga berdasarkan kriteria aplikasi pendidikan oleh Lee & Cherner (2015). Produk permainan menebak dipresentasikan ke dalam CD dan buku panduan manual untuk guru. (2) kualitas keseluruhan permainan tebakan yang dikembangkan dari penilaian ahli dikategorikan sangat baik (2,73).Kata Kunci : guessing game, kosa kata, kelas lima This present study was a research and development (R&D) which concerned in; identifying the kinds of vocabulary were appropriate to be developed as Guessing Game (GG) for teaching vocabulary to the fifth grade of students of SD Negeri 5 Kubutambahan, analyzing the quality of the developed Guessing Game (GG) for teaching vocabulary to the fifth grade of students of SD Negeri 5 Kubutambahan. This study followed the R&D design proposed by Dick and Carey (2005). This design involves: need analysis, instructional analysis, learner and learning environment, performance objectives, assessment rubric, story board, design and develop, formative evaluation, revision and final product. The subjects of the study were students of fifth grade and the teacher of SD Negeri 5 Kubutambahan. the data were collected through observation, questionnaire, interview, document review and expert judgment. The data from the result of the observation, questionnaire, interview and document review were analyzed using Interactive Data Analysis Model proposed by Milles and Huberman (1987). The result of the expert judgment in analyzing the quality of the developed guessing game were analyzed using Interrater Agreement Model proposed by Gregory (2000). The result of the study shows that: (1) there were four guessing games have been developed with four different themes which were aimed to be used as a media for teaching vocabulary to the first semester of 5th grade students. Those guessing game were designed based on the criteria of English syllabus of school based curriculum for the first semester of 5th grade students and also based on criteria of educational app by Lee & Cherner (2015). The final of the guessing game were presented into CD and a manual guide book for teacher. (2) the overall quality of the developed guessing game from the judgment of experts was categorized as excellent (2.73).keyword : guessing game, vocabulary, fifth grade.