Pengaruh Media Game Puzzle Kata terhadap Kemampuan Kosakata Bahasa Indonesia untuk Siswa Disabilitas Rungu Kelas II

Authors

  • Andriyani Andriyani Universitas PGRI Argopuro Jember
  • Asrorul Mais Universitas PGRI Argopuro Jember
  • Nostalgianti Citra Prystiananta Universitas PGRI Argopuro Jember

DOI:

https://doi.org/10.31539/joeai.v8i5.16457

Keywords:

Disabilitas Rungu, Media Game Puzzle, Kosakata

Abstract

This study aims to determine the learning outcomes of science learning in grade IV of SD Negeri 07 Bingin Teluk after implementing the TGT-type cooperative model using interactive media, based on whether word walls were significantly completed. This research employed a pre-experimental design, specifically a one-group pretest-posttest design. The study's results showed the initial test (pre-test) with an average value of 45.53 and the final test (post-test) with an average value of 72.81. This indicates that the average value of the final test (post-test) is greater than that of the initial test (pre-test). After being calculated using the t-test, the t_count value (4.15) was obtained which was compared with the t_table value with a significance level of 5% was (1.695). So the t_count value > t_table or 4.15 > 1.695. In conclusion, the science learning outcomes of fourth-grade students at SD Negeri 07 Bingin Teluk improved significantly after implementing the TGT cooperative learning model, which utilized interactive wordwall-based media, by the 2025 academic year.

 

Keywords: TGT Model Implementation, Science Learning, Wordwall Media

References

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Published

2025-10-31