Abstract

Purpose of the study: the objective of this study was twofold. Firstly, it aimed to examine the effectiveness of game-based learning in the Javanese language class for junior high school students. Secondly, it was intended to investigate the responses of the students upon completing the class that incorporated the game-based learning.
 Methodology: This experimental research employed the post-test only control design. The data were collected from documentation, questionnaires, and evaluation tests. Further, the data were examined using a t-test.
 Main Findings: The game-based model is effective for the Javanese language class. The average score test of the students taught by game-based learning reached 72.6. On the other hand, those participated in a class with different treatment scored 64.5 on average. Such a difference was significant, given the output of the independent sample T-test, which was from the result of analysis using the SPSS software.
 Applications of this study: This study was beneficial to change the paradigm of the old-fashioned, boring Javanese teaching and learning. It promoted the idea of fun teaching and learning. On top of that, the implementation of the learning model was effective to enhance students’ The Javanese language skills, specifically in Central Java, East Java, and the Special Region of Yogyakarta.
 Novelty/Originality of this study: Learning models for local content subjects, such as the Javanese language, were still limited since the topic did not attract the attention of many researchers. Testing the game-based learning was among the alternatives of interesting learning methods to stimulate students to learn their local language, and thus, preserve the language in society.

Full Text
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