PENINGKATAN HASIL BELAJAR SISWA MENGUNAKAN MODEL GUESSING GAME PADA MATERI MENULIS TEKS DESKRIPSI DALAM PELAJARAN BAHASA INDONESIA PADA SISWA KELAS IV SDN 01 KLEGEN MADIUN TAHUN AJARAN 2023/2024

Authors

  • Riska Dewi Lestari Universitas PGRI Madiun
  • Vivi Rulviana Universitas PGRI Madiun
  • Nurul Wijiastuti Universitas PGRI Madiun

DOI:

https://doi.org/10.30595/jkp.v18i2.22626

Keywords:

Guessung game, Bahasa Indonesia, Teks Deskripsi

Abstract

This research is a Classroom Action Research (CAR) aimed at improving student learning outcomes through the guessing game model in the Indonesian language subject on descriptive text material in the fourth grade of SDN 01 Klegen Madiun. The research is motivated by the low achievement of learning objectives (KKTP) and student interest in the material of writing descriptive texts, which is considered difficult and boring. The subjects of this study were 29 fourth-grade students of SDN 01 Klegen Madiun, and the research was conducted in collaboration with the classroom teacher to apply the guessing game model. The results showed that the use of the guessing game increased student learning outcomes. The class average score increased from 54.17 in the pre-cycle to 63.45 in cycle 1, and reached 82.48 in cycle 2. Observations showed that the guessing game made students more active and the classroom atmosphere more enjoyable. Students found it easier to manage and arrange words to write descriptive texts. Additionally, the teacher found it easier to teach. Thus, it can be concluded that the guessing game model can improve the learning outcomes of Indonesian language material in writing descriptive texts for fourth-grade students of SDN 01 Klegen Madiun in the 2023/2024 academic year.

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Published

2024-09-10

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