The Effectiveness of Using Crossword Puzzles Media on Mufradat Learning Materials in Arabic Lessons at Islamic Junior High School (MTS West Sumba)

Hamzah Hamzah

Abstract

This study aims to determine the effectiveness of crossword puzzles media on mufradat or vocabulary material in Arabic subjects at MTS Negeri [state Islamic junior high school] West Sumba in 2019. The research method used in this study was descriptive quantitative. In this study, the population was MTS N West Sumba students in 2019, while the sampling was 30 MTS N West Sumba students, consisting of ten seventh-grade students, ten eighth-grade students, and ten ninth-grade students. The data in this study were collected through observation and questionnaires. The use of crossword puzzles in mufradat learning materials in Arabic subjects at MTS N West Barat in 2019 had been carried out in a very effective category, with a success percentage of 97.24%.

Keywords

Media, Crosswords, effectiveness, Vocabulary

Full Text:

PDF

References

Agung. (2014). Metodelogi Penelitian Pendidikan. Malang: Aditya Media Publishing.

Arsyad. (2004). Media Pembelajaran. Jakarta: PT Raja Grafindo Persada.

Budiarto, M. K., Joebagio, H., & Sudiyanto, S. (2020). Student’s View of Using Digital Learning Media in Classroom Activities: A Case of Public Senior High School in Cirebon, Indonesia. Jurnal Pendidikan Progresif, 10(1), 47–54. https://doi.org/10.23960/jpp.v10.i1.202006

Fathul Mujib, d. (2011). Metode Permainan Edukatif dalam Belajar Bahasa Arab. Yogyakarta: Diva Press.

Hanif, M. (2020). The development and effectiveness of motion graphic animation videos to improve primary school students’ sciences learning outcomes. International Journal of Instruction, 13(4), 247–266. https://doi.org/10.29333/iji.2020.13416a

Khalilullah. (2012). Permainan Teka-Teki Silang Sebagai Media Dalam Pembelajaran Bahasa Arab (Mufradat). Jurnal Pemikiran Islam, 13 (1).

Maharani, Y. S., Suryani, N., & Ardianto, D. T. (2018). Pengembangan Multimedia Pembelajaran Interaktif Pada Mata Pelajaran Pengolahan Citra Digital di Sekolah Menengah Kejuruan Negeri 8 Semarang. Teknodika, 16(1), 73. https://doi.org/10.20961/teknodika.v16i1.34757

Musfiqon. (2012). Pengembangan Media dan Sumber Pembelajaran. Jakarta: Prestasi Pustakakarya.

Sumanto. (1995). Metodologi Penelitian Sosial dan Pendidan. Yokyakarta: Andi Offset.

Ojo, O., & Adu, E. (2018). The effectiveness of Information and Communication Technologies (ICTs) in teaching and learning in high schools in Eastern Cape Province. South African Journal of Education, 38(Supplement 2), 1–11. https://doi.org/10.15700/saje.v38ns2a1483

Orawiwatnakul, W. (2017). Crossword Puzzles as a Learning Tool For Vocabulary Development. Electronic Journal of Research in Education Psychology, 11(30). https://doi.org/10.14204/ejrep.30.12186

Santosa, N. A., Pradnyanita, A. A. S. I., & Hanindharputri, M. A. (2019). KAJIAN EFEKTIVITAS PUZZLE GAME AKSARA BALI SEBAGAI MEDIA PENDUKUNG PEMBELAJARAN BAGI ANAK SEKOLAH DASAR DI DENPASAR. Jurnal Nawala Visual, 1(1), 64–71. https://doi.org/10.35886/nawalavisual.v1i1.16

Sugiyono. (2018). Metode penelitian kuatintatif , kualitatif dan R & D. In Bandung: Alfabeta.

Sutjipto, K. d. (2011). Media Pembelajaran. Bogor: Ghalia Indonesia.

Syamsuardi. (2012). Penggunaan Alat Permainan Edukatif (APE) di Taman Kanak-Kanak PAUD Polewali Kecamatan Tanete Riattang Barat Kabupaten Bone. Jurnal Pemikiran, Penelitian, dan Pengabdian Masyarakat Bidang Pendidikan, 11 (1), 60-61.

Trevisan, M. S., Oki, A. C., & Senger, P. L. (2010). An Exploratory Study of the Effects of Time Compressed Animated Delivery Multimedia Technology on Student Learning in Reproductive Physiology. Journal of Science Education and Technology, 19(3), 293–302. https://doi.org/10.1007/s10956-009-9200-4

Wulan, d. (2019). Pengembangan Media Permainan Edukatif Teka Teki Silang Berorientasi Pendidikan Karakter Pada Mata Pelajaran IPS. Jurnal EDUTECH Universitas Pendidikan Ganhesa, 7 (1), 66-74.

Refbacks

  • There are currently no refbacks.