Implementasi Media Pintar Puisi (Permainan Interaktif Ular Tangga Puisi) untuk Pembelajaran Puisi di Kelas X-C

  • Safira Imro’atul Jannah Universitas PGRI Kanjuruhan Malang
  • Rahutami Universitas PGRI Kanjuruhan Malang
  • Astrid Wangsagirindra Pudjastawa Universitas PGRI Kanjuruhan Malang
Keywords: Game-based learning, interactive snakes and ladders media, poetry learning

Abstract

This study aims to improve poetry learning outcomes of class X-C students at SMA Negeri 2 Malang by implementing the “Pintar Puisi” media in the form of a creative interactive snakes and ladders game specifically designed for kinesthetic learning styles. Through Classroom Action Research conducted in two cycles including planning, implementation, observation, and reflection, data were collected through observation of learning activities, assessment of poetry writing performance, and student response questionnaires to the media. The results showed an increase in students’ enthusiasm and on-task time, accompanied by the development of creativity in the use of diction and figures of speech in poetry writing assignments; in addition, the response questionnaire confirmed that the interactive snakes and ladders game replay approach facilitated the understanding of literary concepts. Thus, the use of “Pintar Puisi” has been proven effective in increasing students’ motivation, creativity, and understanding, especially in the aspects of diction and figures of speech. This media is recommended as an alternative literature learning strategy for kinesthetic students, and can also be further developed and adapted to other levels or subjects to enrich game-based teaching methods.

Published
2025-02-06
Section
Articles