skip to main content

The Effectiveness of Local Wisdom-Based Integrative Thematic English Education Games in 2013 Curriculum

AKI University, Indonesia

Received: 15 Feb 2020; Published: 30 Apr 2020.
Open Access Copyright (c) 2020 PAROLE: Journal of Linguistics and Education under http://creativecommons.org/licenses/by-sa/4.0.

Citation Format:
Abstract

The 2013 curriculum at the elementary level emphasizes the competence of students focused on character education. However, this curriculum does not include English as a means of mastering global knowledge. Based on this, the purposes of this research are to fulfill the absence of English subject which has not been integrated thematically in 2013 curriculum and to examine the effectiveness of English learning model using local wisdom-based thematic integrative education games for the 1st grade of elementary school students as well as to maintain local wisdom as a strategy to construct the character of youth nation. Data collection methods are interview, observation, questionnaire, and literature study. The other method is the pre-test and post-test experimental design. Respondents of this study are 148 students of the 1st grade elementary school in 17 elementary schools in Central Semarang. The results of both tests show that this model has proven to be effective in increasing the English competence of those students. This learning media is considered appropriate because this media is very interesting and fun so that it can encourage students to learn English and make students enthusiastic in learning so that it gives good results.

Fulltext View|Download
Keywords: 2013 curriculum, integrative, thematic, English game
Funding: AKI University; Ministry of Research, Technology, and Higher Education

Article Metrics:

  1. Almutairi, M & Shukri, N. (2016). Using song in teaching oral skills to young earners: Teacher’s view and attitudes. International Journal of Linguistics, 8(6), 133-153. Retrieved from http://dx.doi.org/10.5296/ijl.v8i6.10464
  2. Astuti, I., M., Kristianti, W., & Adhalia, D. (2013). Buku penilaian autentik. Bupena. Tema diriku. Jakarta: Erlangga
  3. Chen, L,. Chen, T.L, and Liu, H.K.J. (2010). Perseption of young adult on online games: implication for higher education. TOJET: The Turkish Online Journal of Educational Technology, 9 (3), 76-84. Retrieved from https://files.eric.ed.gov/fulltext/EJ898016.pdf
  4. Cifuentes, C. (2016). Songs in the english class: a strategy to encourage tenth graders’ oral production. Profile Issues in Teacher Professional Development, (7), 47-58. Retrieved from https://revistas.unal.edu.co/index.php/profile/article/view/10987
  5. Constantinescu, I. (2007). Using technology to assist in vocabulary acquisition and reading comprehension. The internet TESL Journal. Retrieved from http://iteslj.org/Article/Constantinescu-Vocabulary.html
  6. Ghufron, A., Budiningsih, C.A., & Hidayati. (2017). Pengembangan pembelajaran berbasis nilai-nilai budaya yogyakarta di sekolah dasar. Jurnal Cakrawala Pendidikan, XXXIV (2), 309-319. Retrieved from https://journal.uny.ac.id/index.php/cp/article/view/12449
  7. Huyen, N.T.T., dan Nga, K.T.T. (2003). Learning vocabulary through games: the effectiveness learning vocabulary through games. The Asian EFL Journal. 5(4). Retrieved from https://www.asian-efl-journal.com/1493/main-journals/learning-vocabulary-through-games-the-effectiveness-of-learning-vocabulary-through-games/#squelch-taas-tab-content-0-3
  8. Ifansyah, M.N., & Mahtarami. (2010). Pengembangan game pembelajaran otomata finit. Paper presented on Seminar Nasional Informatika at UPN Veteran Yogyakarta in Yogyakarta
  9. Ismail, A. (2006). Education games menjadi cerdas dan ceria dengan permainan edukatif. Yogyakarta: Pilar Media
  10. Kemendikbud. (2013). Kompetensi dasar sekolah dasar (SD)/Madrasah Ibdidaiyah (MI)
  11. Kensin, F. (2011). Using songs as audio material in teaching turkish as a foreign language. Turkish Online Journal of Educational Technology, 10(4), 378-383. Retrieved from https://eric.ed.gov/?id=EJ946647
  12. Kumar, R,. & Lightner, R. (2007). Games as an interactive classroom technique: perception of corporate trainer, college instructors, and students. Internationa Journal of Teaching and Learning of Higher Education, 19 (1), 53-56. Retrieved from https://pdfs.semanticscholar.org/cca5/7a8f5746133b257d4537146600820fb03df5.pdf
  13. Michael, D., & Chen, S. (2006). Serious games: games that educate, train, and inform. Boston: Thomson Course Technology PTR
  14. Mills, Jon. (2000). Linguistic relativity and linguistic determinism: idiom in 20th century cornish. Paper presented at the New Directions in Celtic Studies Conference, Newquay. Retrieved from https://files.eric.ed.gov/fulltext/ED540362.pdf
  15. Mulyasa, E. (2015). Pengembangan dan implementasi kurikulum 2013. Bandung: Rosda
  16. Niron, M.D., Budiningsih, C.A., & Pujiriyanto. (2012). Rujukan integratif dalm pelaksanaan pendidikan karakter di sekolah dasar. Jurnal Kependidikan, 43 (1), 19-31. Retrieved from https://journal.uny.ac.id/index.php/jk/article/view/1955/1605
  17. Noemi, P.M., & Maximo, S.H. (2014). Educational games for learning. Universal Journal of Education Research, 2(3), 230-238. Retrieved from https://files.eric.ed.gov/fulltext/EJ1053979.pdf
  18. Orlova, N. (2003). Helping prospective EFL teachers learn how to use songs in teaching conversational classes. The Internet TESL Journal, 9 (3). Retrieved from http://iteslj.org/Technique/Orlova-Songs.html
  19. Peraturan Pemerintah (PP) tentang Perubahan Peraturan Pemerintah No 19 tahun 2005 tentang Badan Nasional Standarisasi Pendidikan (BNSP). Jakarta: Indonesia
  20. Pun, Min. (2013). The use of mulimedia technology in english language teaching: a global perspective. Crossing the Border: International Journal of Interdisiplinary Studies, 1(1), 29-38. Retrieved from https://www.nepjol.info/index.php/CTBIJIS/article/download/10466/8517
  21. Sukirman. (2017). Integrasi pendidikan karakter pada pembelajaran berbasis game untuk mengajarkan perilaku santun di media sosial. Jurnal Pendidikan Ilmu Sosial, 27(2), 30-37. Retrieved from http://journals.ums.ac.id/index.php/jpis/article/download/5717/3715
  22. Usher, J., Damoah, D., Ansong, E.D., Quarshie, H., Adjetey, C., & Poakwah, G. (2014). The effectiveness of interactive multimedia courseware as instructional medium for teaching. British Journal Education, 2 (5), 36-47. Retrieved from http://www.eajournals.org/wp-content/uploads/The-Effectiveness-of-Interactive-Multimedia-Courseware-as-Instructional-Medium-for-Teaching.pdf
  23. Vasileiado, I & Makrina, Z. (2017). Using online computer games in the ELT classroom: a case study. English Language Teaching, 10(12), 134-150. Retrieved from https://files.eric.ed.gov/fulltext/EJ1160907.pdf
  24. Widiyanto, H. (2011). Kearifan lokal sebagai bahan ajar bahasa indonesia bagi penutur asing. Paper presented on International Seminar Language Maintenance and Shift at Universitas Diponegoro, Semarang

Last update:

No citation recorded.

Last update: 2024-11-21 22:44:02

No citation recorded.