Pemanfaatan Card Game untuk Meningkatkan Minat Belajar Bahasa Inggris Siswa-Siswi Kelas 8 di SMP Negeri 2 Kaliwungu

  • Yustina Kisnanto Universitas Kristen Satya Wacana
  • Stepanie Hapsari
  • Atalya Priskantya
  • Mutiara Anggraeny
  • Nathalie Kusumastuti
Keywords: visual learning aids, english, card games, gamification

Abstract

Fulfilling the English learning needs of junior high school students by using qualified teaching aids is not easy for English teachers in rural Indonesia. To overcome this obstacle, SMP Negeri 2 Kaliwungu Boyolali collaborated with a team of four students and one lecturer of PBI UKSW in the program "Visual Learning Aids for English Teaching in SMP Negeri 2 Kaliwungu." This community service program aims to help English teachers of SMP Negeri 2 Kaliwungu create effective and fun English learning by providing card game learning aids based on the needs analysis of the English teachers and students, especially Grade 8. This community service program generally consisted of four steps: preparation, interviewing, making teaching media, and evaluation, which included presenting the teaching media to the school and a game simulation with some students. The program evaluation results showed that the students could understand the story by arranging the sentences on the card game correctly, and the teacher was also satisfied with the alternative learning media because the attractive visuals on the cards could motivate students.

Downloads

Download data is not yet available.

References

[1] Harmer, J. (2007). The practice of English language teaching (4th Ed). Harlow: Longman.
[2] Woodward, T. (2011). Thinking in the EFL class: Activities for blending language learning and thinking. Helbling Languages.
[3] Fuad, E., Baidarus, B., Mukhtar, H., Hasanuddin, H., & Unik, M. (2017). Pelatihan pembuatan media pembelajaran interaktif bagi para guru SMK Negeri 3 Bengkalis. Jurnal Pengabdian UntukMu NegeRI, 1(1), 24-28. https://doi.org/10.37859/jpumri.v1i1.30
[4] Fikri, K., & Ramadana, B. T. (2021). Implementasi pembelajaran multimedia interaktif untuk meningkatkan semangat belajar anak pada Kelurahan Sungaisibam. Jurnal Pengabdian UntukMu NegeRI, 5(2), 178-183. https://doi.org/10.37859/jpumri.v5i2.3115
[5] Novitasari, A. T., Sari, I. P., & Miftah, Z. (2020). Pelatihan membuat media pembelajaran interaktif berbasis Teknologi Informasi. Jurnal Pengabdian UntukMu NegeRI, 4(1), 66-73. https://doi.org/10.37859/jpumri.v4i1.1848
[6] Hari, D. G., Oktariza, Y., & Herli, M. A. (2021). Workshop kartu kuartet dan donasi buku di Panti Asuhan Darul Ilmi Pekanbaru. Jurnal Pengabdian UntukMu NegeRI, 5(1), 115-121. https://doi.org/10.37859/jpumri.v5i1.2499
[7] Dehghanzadeh, H., Fardanesh, H., Hatami, J., Talaee, E., & Noroozi, O. (2019). Using gamification to support learning English as a second language: A systematic review. Computer Assisted Language Learning, 34(7), 934–957. https://doi.org/10.1080/09588221.2019.1648298
[8] Hawanti, S. (2011). Teaching English in Indonesian primary schools: The missing link. Leksika 5(1), 62-69.
[9] Zein, M. S. (2012). The contexts of English language teaching at primary level in Indonesia. Journal of Teaching and Education, 1(3), 85-90.
Published
2024-08-17
How to Cite
Kisnanto, Y., Hapsari, S., Priskantya, A., Anggraeny, M., & Kusumastuti, N. (2024). Pemanfaatan Card Game untuk Meningkatkan Minat Belajar Bahasa Inggris Siswa-Siswi Kelas 8 di SMP Negeri 2 Kaliwungu. Jurnal Pengabdian UntukMu NegeRI, 8(2), 218-223. https://doi.org/10.37859/jpumri.v8i2.7474
Abstract views: 179 , PDF downloads: 133