BUDIWATI, SETYO (2026) PENINGKATAN PENGUASAAN KOSAKATA BAHASA INDONESIA MELALUI PEMBELAJARAN BERBASIS PERMAINAN DIGITAL PADA SISWA KELAS IV SD NEGERI MARON KABUPATEN MAGETAN. S2 thesis, UNIVERSITAS PGRI MADIUN.
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Abstract
ABSTRACT Setyo Budiwati. 2026. Integration Of Interactive Technology In Short Story Learning For Fourth-Grade Students Of SD Negeri Maron, Kabupaten Magetan. Thesis. Master’s Program in Indonesian Language and Literature Education. Graduate School, Universitas PGRI Madiun (UNIPMA). Supervisor I: , Supervisor Dr. Panji Kuncoro Hadi II: Dr. Dwi Rohman Soleh, S.S., M.Pd Keywords: Vocabulary Optimization, Digital Game-Based Learning, Classroom Action Research, Elementary School, Indonesian Language. This research is motivated by the low mastery of Indonesian vocabulary among fourth-grade students at SD Negeri Maron, Kabupaten Magetan, as shown by limited understanding of meanings, spelling errors, and lack of word variation in oral and written communication. The objective is to improvement of vocabulary mastery through the implementation of digital game-based learning. This Classroom Action Research was conducted in two cycles comprising planning, implementation, observation, and reflection. The subjects were fourth-grade students. Data were collected through oral and written vocabulary tests, observation sheets on student activities, and field notes, then analyzed using descriptive quantitative and qualitative methods. The findings indicate that students' vocabulary mastery improved significantly after the intervention. The use of interactive digital games, such as vocabulary quizzes, picture puzzles, and word adventures, created an enjoyable learning atmosphere, increased motivation and retention, and facilitated students in applying new words into sentences. Student engagement and collaboration during the games also increased remarkably, positively contributing to natural vocabulary expansion. The achievement of performance indicators by the end of the cycles exceeded the established minimum mastery criteria. In conclusion, digital game-based learning is effective and feasible as an innovative strategy to optimize Indonesian vocabulary development at the elementary school level.
| Item Type: | Thesis/Skripsi/Tugas Akhir (S2) |
|---|---|
| Kata Kunci: | Vocabulary Optimization; Digital Game-Based Learning;Classroom Action Research; Elementary School; Indonesian Language; |
| Subjects: | L Education > L Education (General) |
| Divisions: | Fakultas Pascasarjana > Pascasarjana Pendidikan Ilmu Bahasa dan Sastra Indonesia |
| Depositing User: | SETYO BUDIWATI SETYO |
| Date Deposited: | 15 Oct 2026 04:26 |
| Last Modified: | 15 Oct 2026 04:26 |
| URI: | http://eprint.unipma.ac.id/id/eprint/8889 |
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