Pemanfaatan Modifikasi Permainan Trivial Pursuit Sebagai Media Pembelajaran Guna Meningkatkan Kosakata Bahasa Inggris Anak

Riska Nasella

Abstract


The mastery and use of English is very important for social community, especially for children. Children are potential assets in building the nation. Their abilities and intelligence should be optimized to create a developed and competitive nation. Seeing that there is still a lack of elementary shool students  in mastering English vocabulary, the researcher were willing to modify the Trivial Pursuit game as learning media to improve children English vocabulary mastery. The Trivial Pursuit game was chosen because this game is very fun when and can unwittingly internalize their knowledge and language. This research was carried out in the historical tourism area of the Banten Lama Kaibon Palace with 10 research subjects and representatives of community elements. This research is qualitative focus on action research where containing the process of planning, making provisions, acting, collecting data, analyzing data, evaluating data, and reflection. The result is proven that there is an improvement in mastery of English vocabulaty after learning by using Trivial Pursuit. The tourisme community also assumed that the action is really helpful to children around tourism site to learn English.

Keywords


English Learning; Trivial Pursuit; Vocabulary Mastery

Full Text:

PDF

References


Baleghizadeh, S. & Ashoori, A. (2011). The impact of two instructional tehniques on EFL learner’s vocabulary knowledge: Flash cards versus word list. Mextesol Journal, 35(2), 1-9.

Ellis, G., Brewster, J., & Girard, D. (2002). The Primary English Teacher's guide. England: Penguin English.

Hamied, F. A. (2016). Research Method : A Guide For First Time Research. Bandung: UPI Perss.

Hartinah, S. (2010). Perkembangan Peserta Didik. Bandung: PT Rafika Aditama.

Khasanah, P. M. A., Chamdani, & Susiani, T. S. (2014). Upaya Meningkatkan Penguasaan Kosakata Bahasa Inggris Melalui Penggunaan Media Kartu Domino Kata Bergambar Siswa Kelas V SD. Skripsi. Surakarat: FKIP Universitas Sebelas Maret

Khodashenas. M. R., Farahani. S. K., & Alisahi, Z. (2014). Flash cards versus animated cartoons: a comparative study in vocabulary teaching and learning. International Journal of Language Learning and Applied Linguistics World, 5(4), 1-10.

Kosasih, E. (1998). Kapan Anak Belajar Bahasa Inggris. Retrieved from http://www.indomedia.com/intisari/1998/september/bing.htm.

Moleong, L. (2013). Metode Penelitian Kualitatif: Edisi Revisi. Bandung: PT Remaja Rosdakarya.

Mulyasa. E. (2006). Menjadi Guru Profesional Menciptakan Pembelajaran Kreatif dan Menyenangkan. Bandung: Remaja Rosda Karya.

Nurzaman, I., Yasbiati, & Rahmattya, E. (2017). Penggunaan permainan pesan gambar berantai untuk meningkatkan kosakata bahasa inggris anak usia dini. Jurnal PAUD Agapedia, 1(1), 40-52.

Sugiyono. (2015). Metode Penelitian Pendidikan. Bandung: Alfabeta.

Tarigan, D. (2002). Pendidikan Keterampilan Berbahasa. Jakarta: Universitas Terbuka.

Trianto. (2009). Mendesain Model Pembelajaran Inovatif Progresif. Jakarta: Kencana Prenada Group.

Widyasari, I., Suryandari, K. C., & Suripto. (2013). Penerapan metode permainan melalui media flash card dalam peningkatan kemampuan kosakata bahasa inggris siswa kelas IV SDN 2 Kebasen, JPGSD, 1(1), 1-5.

Yaumi, M. & Damopolii, M. (2014). Action Research Teori, Model, dan Aplikasi. Jakarta: Pranadamedia Group.




DOI: https://doi.org/10.17509/ebj.v1i2.26512

Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 Universitas Pendidikan Indonesia

Creative Commons License

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

This journal is indexed by