YOAN HANIFA SHAFA KAMILA, . (2026) PENINGKATAN PENGUASAAN KOSAKATA BAHASA ARAB MENGGUNAKAN MEDIA PEMBELAJARAN PERMAINAN "JENGA" (PENELITIAN TINDAKAN KELAS PADA SISWA KELAS VII SMP MUHAMMADIYAH 31 JAKARTA). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
|
Text
COVER.pdf Download (1MB) |
|
|
Text
BAB 1.pdf Download (408kB) |
|
|
Text
BAB 2.pdf Restricted to Registered users only Download (442kB) | Request a copy |
|
|
Text
BAB 3.pdf Restricted to Registered users only Download (408kB) | Request a copy |
|
|
Text
BAB 4.pdf Restricted to Registered users only Download (733kB) | Request a copy |
|
|
Text
BAB 5.pdf Restricted to Registered users only Download (252kB) | Request a copy |
|
|
Text
DAFTAR PUSTAKA.pdf Download (283kB) |
|
|
Text
LAMPIRAN.pdf Restricted to Registered users only Download (3MB) | Request a copy |
Abstract
Metode yang digunakan yaitu Penelitian Tindakan Kelas (PTK) dengan model Kemmis dan McTaggart yang dilaksanakan dalam dua siklus dengan pendekatan mixed method. Subjek penelitian berjumlah 31 siswa kelas VII SMP Muhammadiyah 31 Jakarta. Teknik pengumpulan data berupa tes, observasi, wawancara, dan dokumentasi. Data kuantitatif dianalisis melalui hasil tes pada setiap siklus untuk mengetahui peningkatan penguasaan kosakata, sedangkan data kualitatif dianalisis berdasarkan hasil observasi, wawancara, dan dokumentasi untuk mendeskripsikan proses pelaksanaan tindakan. Hasil penelitian menunjukkan bahwa penggunaan media pembelajaran permainan Jenga efektif meningkatkan penguasaan kosakata bahasa Arab siswa. Hal ini ditunjukkan oleh peningkatan rata-rata nilai dari 64 pada pre-test menjadi 71,84 pada post-test siklus I dan 85 pada post-test siklus II. Selain meningkatkan hasil belajar, permainan Jenga juga menciptakan suasana pembelajaran yang lebih interaktif, meningkatkan keterlibatan siswa, serta membantu mereka memahami dan mengingat kosakata bahasa Arab. Dengan demikian, media permainan Jenga dapat menjadi alternatif pembelajaran yang inovatif untuk mendukung proses belajar yang aktif dan bermakna. **** This study employed Classroom Action Research (CAR) using the Kemmis and McTaggart model, which was conducted in two cycles with a mixed-methods approach. The participants consisted of 31 seventh-grade students at SMP Muhammadiyah 31 Jakarta. Data were collected through tests, observations, interviews, and documentation. Quantitative data were analyzed based on students' test results in each cycle to measure the improvement in vocabulary mastery, while qualitative data were analyzed from observations, interviews, and documentation to describe the implementation process of the learning activities. The findings indicate that the use of the Jenga game as a learning medium effectively improved students' Arabic vocabulary mastery. This was evidenced by the increase in the average scores from 64 in the pre-test to 71.84 in the post-test of Cycle I and 85 in the post-test of Cycle II. In addition to improving learning outcomes, the Jenga game created a more interactive learning environment, increased students' participation, and helped them understand and retain Arabic vocabulary more effectively. Therefore, the Jenga game can serve as an innovative learning medium to support active and meaningful learning.
| Item Type: | Thesis (Sarjana) |
|---|---|
| Additional Information: | 1). Hendrawanto, M.A., M.Pd.; 2). Ahmad Marzuq, M.Pd. |
| Subjects: | Pendidikan > Penelitian Tindakan Kelas Pendidikan > Media Pembelajaran Bahasa dan Kesusastraan > Bahasa Arab |
| Divisions: | FBS > S1 Pendidikan Bahasa Arab |
| Depositing User: | Yoan Hanifa Shafa Kamila . |
| Date Deposited: | 24 Aug 2026 09:15 |
| Last Modified: | 24 Aug 2026 09:15 |
| URI: | http://repository.unj.ac.id/id/eprint/73110 |
Actions (login required)
![]() |
View Item |
