PENERAPAN GAMES OODLU UNTUK MENINGKATKAN INTERAKSI PESERTA DIDIK DALAM PEMBELAJARAN BAHASA INDONESIA KELAS IV MATERI MELIUK DAN MENERJANG SDN 95/I OLAK
DOI:
https://doi.org/10.23969/jp.v9i3.15059Keywords:
language lesson, interaction, oodlu gamesAbstract
The interactions that occur in the classroom involve interactions between teachers and students and students and students. One form of classroom interaction is communication. Indonesian is a part that is able to foster good communication between students. Indonesian is an inseparable part of learning in elementary schools. In the era of the 21st century, learning Indonesian is not only limited to books, to master learning Indonesian there are many media, methods, techniques and strategies that can be used to achieve a learning goal. Oodlu games are an electronic media that can be implemented in Indonesian language learning to increase student interaction. Oodlu is a learning media in the form of a website-based game, and is easy for teachers and students to use, and some of its items can be accessed for free. The method used in this research is Classroom Action Research (PTK). From the results obtained, it is known that interaction between students increases after using oodlu games-based learning media.Downloads
References
Amalia, N. P. (2022). Hubungan Intensitas Bermain Game Online Dengan Motivasi Belajar Peserta Didik Kelas V SD
Muhammadiyah 12 Setiabudi Pamulang (Bachelor's thesis, Nurlita Putri Amalis).
Anggreini, D., & Priyojadmiko, E. (2022, May). Peran guru dalam menghadapi tantangan implementasi merdeka belajar untuk meningkatkan pembelajaran matematika pada era omicron dan era
society 5.0. In Prosiding Seminar Nasional PGSD UST (Vol. 1, No. 1, pp. 75-87).
Daryanto. (2013). Media Pembelajaran Perannya Sangat Penting dalam Pembelajaran. Jogjakarta: Gava Media.
Domitila, M. M., Wulandari, F., & Marhayani, D. A. (2021). Analisis Penggunaan Gawai
Terhadap Interaksi Sosial Anak Sekolah Dasar Negeri Kota Singkawang. Jurnal Ilmiah Potensi, 6(2), 131-141.
Firmadani, F. (2020). Media pembelajaran berbasis teknologi sebagai inovasi pembelajaran era revolusi
industri 4.0. Kopen: Konferensi Pendidikan Nasional, 2(1), 93-97.
Hoerudin, C. W. (2022). Implementasi Model Tipologi Interaksi untuk meningkatkan interaksi Peserta didik dalam pembelajaran Bahasa Indonesia berbasis online.Research and Development Journal of Education, 8(1), 242-255.
Mahmudah, F. N. (2021). Analisis Data Penelitian Kualitatif Manajemen Pendidikan Berbantuan Software Atlas. ti Versi 8. Uad Press.
Patiro, S. P. S., Hendrian, H., Damayanty, P., Kurniawan, R., & Sasmita, S. A. (2023). Quality
of Services at RSUD X, Emotions and Satisfaction of Covid-19 Patients. Kontigensi: Jurnal Ilmiah Manajemen,
(2), 556–576.
Rosarian, A. W., & Dirgantoro, K. P. S. (2020). Upaya Guru Dalam Membangun Interaksi Peserta Didik Melalui Metode Belajar Sambil Bermain [Teacher's Effort In Building Student Introduction Using A Game
Based Learning Method]. Johme: Journal of Holistic Mathematics Education, 3(2), 146-163.
Sari, R. P. (2023). Analisis Keefektifan Penilaian Formatif Berbantuan Media Oodlu Pada Pembelajaran Ppkn Di SD. Progressive of Cognitive and Ability, 2(3), 171-179.
Sueca, I. N., & Dewi, I. A. 2021. Pengembangan Klinik Literasi Berbasis Permainan Bahasa Dalam Kegiatan Literasi Dasar Pada Masa Pandemi Covid-19.Pedagogik: Jurnal Kajian, Penelitian dan Pengembangan Kependidikan. 12 (2):252-257.
Sugiyono. (2013). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Pendas : Jurnal Ilmiah Pendidikan Dasar

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