Pengajaran aksara jawa melalui games based learning di SD Negeri 1 Grendeng - Dhamar Bondan Utomo; Ratna Raya Hartina; Danil Abdul Azis; Intita Puti; Septi Arum Kusumaningsih; Exwan Andriyan Verrysaputro (Universitas Muhammadiyah Mataram, 2024)
AbstrakPengabdian ini bertujuan untuk meningkatkan literasi budaya melalui pengajaran Aksara Jawa dengan metode Games Based Learning di SD Negeri 1 Grendeng. Latar belakang pengabdian ini menunjukkan bahwa pembelajaran Aksara Jawa di sekolah tersebut mengalami kendala seperti metode pengajaran yang kurang menarik dan rendahnya minat serta pemahaman siswa. Untuk mengatasi masalah ini, metode pembelajaran berbasis permainan seperti Monopoli, Jenga, dan Flashcard yang dimodifikasi dengan unsur Aksara Jawa. Metode ini diharapkan dapat meningkatkan minat dan pemahaman siswa dalam belajar Aksara Jawa. Program dilaksanakan selama delapan pertemuan, dengan evaluasi melalui pretest dan posttest serta kuesioner. Hasil program menunjukkan peningkatan signifikan dalam pemahaman dan minat siswa terhadap Aksara Jawa, dengan peningkatan nilai rata-rata pretest dari 59,12% menjadi 90,37% pada posttest. Selain itu, terdapat peningkatan minat siswa terhadap Aksara Jawa berdasarkan hasil kuesioner yang meningkat dari 51,71% menjadi 84,16%. Metode Games Based Learning terbukti efektif dalam meningkatkan hasil belajar dan memberikan pengalaman belajar yang menyenangkan. Kesimpulannya, pengabdian ini berhasil meningkatkan kemampuan literasi budaya siswa melalui pengajaran Aksara Jawa yang lebih interaktif dan menarik. Kata kunci: literasi budaya; aksara jawa; games based learning; pembelajaran interaktif AbstractThis community service aims to improve cultural literacy through the teaching of Javanese script using the Games Based Learning method at SD Negeri 1 Grendeng. The background of this service shows that the teaching of Javanese script at the school faces obstacles such as unengaging teaching methods and low student interest and comprehension. To address these issues, game-based learning methods like Monopoly, Jenga, and flashcards were modified with elements of Javanese script. This method is expected to increase students' interest and understanding in learning Javanese script. The program was conducted over eight sessions, with evaluations through pretests, posttests, and questionnaires. The results of the program showed a significant increase in students' understanding and interest in Javanese script, with the average pretest score increasing from 59.12% to 90.37% on the posttest. Additionally, there was an increase in student interest in Javanese script based on questionnaire results, which rose from 51.71% to 84.16%. The Games Based Learning method proved effective in improving learning outcomes and providing an enjoyable learning experience. In conclusion, this community service successfully enhanced students' cultural literacy skills through more interactive and engaging teaching of Javanese script. Keywords: cultural literacy; Javanese script; games based learning; interactive learning