Permainan Teka-Teki Silang dalam Pembelajaran Bahasa Indonesia

Shakilla Feshtyani Miftahul Jannah, Herli Salim

Abstract


The Corona Virus pandemic in 2019 is commonly known as Covid-19. Indonesia is one of the countries affected by Covid-19. As a result of the Covid-19 pandemic, researchers encountered obstacles when completing research because they could not go directly to the field. Games are one of the activities that are useful for integrating newly acquired words into word placements by students. Cross Puzzle is a game in which we need to fill in the empty space (in the form of a white box) with letters that form a word based on the directions given horizontally and downwards". The qualitative approach is the approach used by researchers in working on this research. For data needs, researchers perform data processing using data sourced from previous journals and theses. The library research method is the method used by researchers in this study. The research technique used by researchers is literature review. This study aims to determine the process of using crossword puzzles in Indonesian language learning. Based on the literature analysis conducted by the researcher, the first result shows that crossword puzzles have a positive effect on the improvement of students' vocabulary mastery skills in learning Indonesian. The second result, shows that through understanding the vocabulary students get better at reading and students no longer have difficulty reading vocabulary. Based on research data, the word game technique is feasible to implement. This situation shows an increase in student creativity and productivity in language skills including listening, speaking, and writing.


Keywords


Crossword Puzzles; Vocabulary Mastery; Literature Study

Full Text:

PDF

References


Ahmad, A. (2017). Penerapan permainan bahasa (KATARIS) Untuk meningkatkan keterampilan membaca siswa kelas IV A SD Negeri 01 Metro Pusat. EduHumaniora: Jurnal Pendidikan Dasar, 9(2), 75-83

Aniza, N. (2019). Hasil belajar peserta didik kelas V sekolah dasar menggunakan teka - teki silang. Inovasi Sekolah Dasar, 6(1), 22-29. https://doi.org/10.36706/jisd.v6i1.8639

Hasanah, S. (2008). Upaya Mengatasi Kesulitan Belajar Membaca Melalui Permainan Bahasa dalam Pembelajaran Bahasa Indonesia. Skripsi. Serang: Universitas Pendidikan Indonesia.

Hidayah, N. & Novita. (2016). Peningkatkan kemampuan membaca permulaan dengan menggunakan metode struktur analitik sintetik (SAS) mata pelajaran bahasa indonesia pada peserta didik kelas II C semester ii di MIN 6 Bandar Lampung T.A 2015/2016. Terampil: Jurnal Pendidikan Dasar, 3(1), 103-120.

Irawan, S. D., & Yulianto, H. S. (2015). Otak Atik Otak TTS & Sudoku: 158 TTS & Sudoku Pilihan. Jakarta: Puspa Swara

Jamaris, M. (2014). Kesulitan Belajar. Bogor: Ghalia Indonesia.

Pramesti, U. D. (2015). Peningkatan Penguasaan kosakata bahasa indonesia dalam keterampilan membaca melalui teka - teki silang. Jurnal Puitika, 11(1), 82-93. http://dx.doi.org/10.25077/puitika.11.1.82--93.2015

Rahmawati, A. (2014). Model bermain peran dan alat permainan edukatif untuk meningkatkan empati anak usia dini. Jurnal Pendidikan Anak, 3(1), 382-392.

Tarigan, P. D. (2015). Pengajaran Kosakata. Bandung: CV Angkasa.




DOI: https://doi.org/10.17509/didaktika.v1i1.34444

Refbacks

  • There are currently no refbacks.


Copyright (c) 2021 shakilla feshtyani miftahul jannah

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

Creative Commons License
Didaktika is licensed under a Creative Commons Attribution 4.0 International License

 

This journal is indexed by