Permainan Bahasa sebagai Media Literasi Siswa Kelas Rendah SD Kota Yogyakarta

Siti Anafiah

Abstract


Penelitian ini bertujuan untuk mengetahui proses dan dampak pemanfaatan permainan bahasa sebagai media literasi siswa kelas rendah SD Kota Yogyakarta. Jenis penelitian adalah penelitian kualitatif. Subjek penelitian menggunakan purposive sampling, yakni siswa kelas rendah di 5 SD Kota Yogyakarta. Instrumen penelitian adalah peneliti sendiri dibantu pedoman wawancara, observasi, dan dokumentasi. Prosedur pengumpulan data melalui observasi berperan serta, wawancara mendalam, dan dokumentasi. Teknik analisis data mengunakan teknik analisis yang dikembangkan oleh Moleong. Pengecekan keabsahan data menggunakan derajat kepercayaan. Hasil penelitian menunjukkan terdapat permainan bahasa yang digunakan guru, diantara Permainan Menjodohkan Gambar dan Kata, Permainan Kata dan Huruf, Permainan Memilih Kalimat, Permainan Melengkapi Kalimat, dan Cerita Berantai. Penggunaan media permainan bahasa dalam mengembangkan literasi mempunyai dampak bagi siswa, yaitu menjadi lebih aktif, percaya diri, semangat, dan termotivasi.

This study aims to determine the process and the impact of the use of language games as a medium of literacy for elementary school low grade students in Yogyakarta. The type of research is qualitative research. The subjects used purposive sampling, low grade students in 5 elementary schools of Yogyakarta. The research instrument is self-assisted researcher guided interview, observation, and documentation. Data collection procedures through participant observation, in-depth interviews and documentation. Data analysis techniques using analytical techniques developed by Moleong. Check the validity of data using degree of trust. The results show there are language games used by teachers, between Games Matching Pictures and Words, Word and Letter Games, Game Sentence Sentences, Games Completing Sentences, and Story Chains. The use of language game media in developing literacy has an impact on students, which is more active, confident, enthusiastic, and motivated.

Keywords


Permainan bahasa, Literasi, Media

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DOI: http://dx.doi.org/10.21067/jbpd.v2i1.2190

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ISSN 2549-0125 (online), ISSN 2549-0117 (print)

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