Journal of Smart Education and Emerging Technology
Vol 2 No 1 (2026) : July

The Use of the Spinner Educational Game to Improve English Learning Outcomes Among at Tonasa 2 Primary School

Muhammad Syaiful (Universitas Negeri Makassar)
Jumadi M Parenreng (Universitas Negeri Makassar)
Shabrina Syntha Dewi (Universitas Negeri Makassar)



Article Info

Publish Date
08 Jul 2026

Abstract

Background/Context: English is an important subject that needs to be taught effectively at the elementary school level. However, the learning process at SDS Tonasa 2 Pangkep was still dominated by lecture methods, resulting in low student interest and learning outcomes in English subjects. Objective/Purpose: This study aimed to improve the English learning outcomes of fourth-grade students at SDS Tonasa 2 Pangkep through the implementation of Game Spinner as a learning media. Method: This study used Classroom Action Research (CAR) based on the Kemmis and McTaggart model, which consists of planning, action, observation, and reflection stages. The research was conducted in two cycles involving 24 fourth-grade students. Data were collected through observation, tests, and documentation, then analyzed descriptively. Results: The results showed that the implementation of Game Spinner improved students’ English learning outcomes. In the pretest stage, only 9 students (37%) achieved the minimum mastery criteria. After the implementation of Game Spinner in Cycle I, the number of students who achieved mastery increased to 16 students (67%). In Cycle II, all students achieved mastery learning with a percentage of 100%. The average score also increased from 70 in the pretest to 77 in Cycle I and 84 in Cycle II. In addition, students became more active and motivated during the learning process. Conclusion: The use of Game Spinner as a learning media was effective in improving students’ English learning outcomes, motivation, and classroom participation among fourth-grade students at SDS Tonasa 2 Pangkep.

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Journal Info

Abbrev

JSEET

Publisher

Subject

Computer Science & IT Education

Description

Artificial Intelligence in Education (AIED), exploring intelligent and adaptive educational applications that support learning and teaching. Machine Learning in Education, focusing on predictive and adaptive models for learning support, personalization, and educational decision-making. Deep Learning ...