Main Article Content
Abstract
The background that drives this research is the low understanding of students about folklore. This is due to learning that only uses lectures and discussions so learning becomes less innovative. Based on this, the scramble learning model with crossword puzzles can be used as an alternative to innovative and fun learning. The purpose of this study is to find out and analyze the effectiveness of the scramble learning model with crossword games on understanding fourth grade folklore in elementary school. This research uses quantitative methods in the form of quasi experimental design with nonequivalent control group design. The problem in this study is the low understanding of students about folklore. The data of this study were obtained through questionnaires, observations, and interviews. This research was conducted in class IV at SD N Tlogosari Wetan 01 Semarang. This study produced = 6.5016 and the coefficient was significant at the level of 5% and dk = 70, then obtained = 1.99394 so the value of > and increase in the average learning outcomes from the control class posttest of 61.25 with results the experimental class posttest was 82,083. The completeness of classical learning in the experimental class shows 94.44% of students who complete with a total of 34 out of 36 students. So that it can be said as a scramble learning model with an effective crossword game on understanding the fourth grade folklore.
Keywords: Scramble Learning Model, Cross Puzzle Game, Understanding Folk Stories
Article Details
Copyright (c) 2024 Nur Adha Praba Hana Puri, Dwi Prasetiyawati D. H., Mira Azizah

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish in this journal agree with the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 (CC BY-SA) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
- This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
- Astuti, D.K. 2017. “Pengaruh Model Pembelajaran Scramble terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas III Kecamatan Buleleng”. E-Journal PGSD Universitas Pendidikan Ganesha Mimbar PGSD Vol: 5 No: 2.
- Cahyo, N.A. 2011. Gudang Permainan Kreatif Khusus Asah Otak Kiri Anak. Jakarta: Rineka Cipta
- Nafi’ah, S.A. 2018. Model-Model Pembelajaran Bahasa Indonesia di SD/MI. Yogyakarta: Ar-Ruzz Media.
- Putra, P. A. 2014. “Pengaruh Model Scramble Berbantu Media Teka-Teki Silang Terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas V SD Negeri Sangsit”. E-Journal PGSD Universitas Pendidikan Ganesha Mimbar PGSD Vol: 2 No: 1.
- Shoimin, A. 2014. 68 Model Pembelajaran Inovatif dalam Kurikulum 2013.Yogyakarta: Ar-Ruzz Media.
- Sudjana. 2013. Meode Statistika. Bandung: TarsitoSugiyono. 2017. Metodologi Penelitian. Bandung: Alfabeta.
- Sugiyono. 2017. Metodologi Penelitian. Bandung: Alfabeta.
- Sumira, D. Z. 2018. “Pengaruh Metode Scramble dan Minat Baca terhadap Kemampuan Membaca Pemahaman Siswa Sekolah Dasar”. Indonesian Journal of Primary Education Vol: 2 No: 1 Tahun 2018.
- Tarigan. G. H. 2009. Metodologi Pengajaran Bahasa. Bandung: Percetakan Angkasa.
- Undang-Undang Republik Indonesia Nomor 20 Tahun 2000 tentang Sistem Pendidikan Nasional.
References
Astuti, D.K. 2017. “Pengaruh Model Pembelajaran Scramble terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas III Kecamatan Buleleng”. E-Journal PGSD Universitas Pendidikan Ganesha Mimbar PGSD Vol: 5 No: 2.
Cahyo, N.A. 2011. Gudang Permainan Kreatif Khusus Asah Otak Kiri Anak. Jakarta: Rineka Cipta
Nafi’ah, S.A. 2018. Model-Model Pembelajaran Bahasa Indonesia di SD/MI. Yogyakarta: Ar-Ruzz Media.
Putra, P. A. 2014. “Pengaruh Model Scramble Berbantu Media Teka-Teki Silang Terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas V SD Negeri Sangsit”. E-Journal PGSD Universitas Pendidikan Ganesha Mimbar PGSD Vol: 2 No: 1.
Shoimin, A. 2014. 68 Model Pembelajaran Inovatif dalam Kurikulum 2013.Yogyakarta: Ar-Ruzz Media.
Sudjana. 2013. Meode Statistika. Bandung: TarsitoSugiyono. 2017. Metodologi Penelitian. Bandung: Alfabeta.
Sugiyono. 2017. Metodologi Penelitian. Bandung: Alfabeta.
Sumira, D. Z. 2018. “Pengaruh Metode Scramble dan Minat Baca terhadap Kemampuan Membaca Pemahaman Siswa Sekolah Dasar”. Indonesian Journal of Primary Education Vol: 2 No: 1 Tahun 2018.
Tarigan. G. H. 2009. Metodologi Pengajaran Bahasa. Bandung: Percetakan Angkasa.
Undang-Undang Republik Indonesia Nomor 20 Tahun 2000 tentang Sistem Pendidikan Nasional.