Pengembangan Media Matching Game Flashcard untuk Penguasaan Kosakata Bahasa Inggris Siswa Kelas III Sekolah Dasar
Main Article Content
Abstract
Purpose – This study aimed to design Matching Game Flashcard as an interactive learning medium and examine its effectiveness in improving English vocabulary mastery among third-grade elementary school students. The media integrates picture cards, vocabulary cards, sentence-matching activities, and QR-code-based pronunciation audio.
Methods – This study employed a Design and Development (D&D) method based on the Ellis and Levy framework. Participants included two material experts, one media expert, one teacher, and 29 third-grade students from an elementary school in Bandung. Data were collected through interviews, questionnaires, documentation, and pretest-posttest assessments. Data were analyzed using descriptive statistics, the Wilcoxon Signed-Rank Test, and N-Gain analysis.
Findings – Expert validation categorized the media as very good and feasible, with scores of 98.4% and 100% from the material experts and 96% from the media expert. Students’ mean score increased from 75.43 in the pretest to 93.75 in the posttest. The Wilcoxon test showed a significant difference between pretest and posttest scores (Z = -4.732, p < 0.001), with all 29 students showing increased scores. The mean N-Gain was 0.8189, indicating a high level of improvement. Students and teachers also reported very positive responses.
Research Implications – Matching Game Flashcard provides a feasible and interactive alternative for English vocabulary learning and was associated with improved vocabulary mastery. However, the study was limited to one school, one learning topic, and a one-group pretest-posttest design. Future studies should involve larger samples, varied materials, and control groups.
Keywords
- matching game flashcard
- vocabulary mastery
- english vocabulary
- elementary school students
- learning media
References
Alami, E. (2023). Media Pembelajaran Dalam Kurikulum Merdeka. PT. Literasi Nusantara Abadi Group.
Andriado, I., Rahmatillah, H. Z., & Pebriana, D. A. (2018). Penerapan model pembelajaran kooperatif tipe mencocokan implementation cooperative learning make a macth model for learning improvement at sd negeri 03 sambigede malang districts. Jurnal Sosiologi Pendidikan Humanis, 3(1), 9–15. https://doi.org/https://doi.org/10.17977/um021v3i1p9-15
Arifin, Z. (2011). Penelitian Pendidikan: Metode dan Paradigma Baru. PT Remaja Rosdakarya.
Asihaningtyas, F., Rosnaningsih, A., & Nurfadhillah, S. (2023). Pengembangan media pembelajaran flashcard bergambar untuk meningkatkan kosakata bahasa inggris pada siswa kelas 3 di sd negeri malangnengah ii. IKRA-ITH HUMANIORA: Jurnal Sosial dan Humaniora, 7(3), 1–8. https://doi.org/https://doi.org/10.37817/ikraith-humaniora.v7i3.3320
Chandra, N. A., Safitri, N. A., Adawiah, R., & Saepi, D. S. Al. (2025). Penerapan media flash card dan game terhadap peningkatkan hasil belajar bahasa inggris kelas 3 sd. Dedikasi: Jurnal Pengabdian Lentera, 02(07), 200–206. https://doi.org/https://doi.org/10.59422/djpl.v2i07.991
Destrinelli, D., Hayati, D. K., & Sawinty, E. (2018). Pengembangan media konkret pada pembelajaran tema lingkungan kelas iii sekolah dasar. Jurnal Gentala Pendidikan Dasar, 3(2), 313–333. https://doi.org/10.22437/gentala.v3i2.6754
Ellis, T. J., & Levy, Y. (2010). A Guide for Novice Researchers: Design and Development Research Methods. Proceedings of the 2010 InSITE Conference, 107–118. https://doi.org/10.28945/1237
Ghozali, I. (2021). Aplikasi Analisis Multivariate Dengan Program IBM SPSS 26 Edisi 10. Badan Penerbit Universitas Diponegoro.
Hake, R. R. (1998). Interactive-engagement versus traditional methods: A six-thousand-student survey of mechanics test data for introductory physics courses. American Journal of Physics, 66(1). https://doi.org/10.1119/1.18809
Handayani, E. (2024). Penguasaan kosa kata bahasa inggris peserta didik di sekolah dasar. Karimah Tauhid, 3(1), 771–781. https://doi.org/https://ojs.unida.info/karimahtauhid/article/view/7903/4561
Hayati, N. N., & Syahrul, S. (2021). The development of matching game as media to teach vocabulary for elementary school students. EduBasic Journal: Jurnal Pendidikan Dasar, 3(2), 97–106. https://doi.org/10.17509/ebj.v3i2.32630
Hergenhahn, B. R., & Olson, M. H. (2017). Theories of Learning (Teori Belajar). Kencana.
Ismail, M. I., & Ilyas, N. I. (2024). Metodologi Penelitian Kualitatif dan Kuantitatif. PT Rajagrafindo Persada.
Kristanto, A. (2016). Media Pembelajaran. In Bintang Sutabaya.
Marpaung, T., Mesah, M. Y., Tanu, E., Taneh, V. A. Y., & Eky, S. S. (2024). Using matching games in building elementary school students ’ three -letter word english vocabulary. Journal on Language, Education, Literature and Culture, 2(2), 29–36. https://doi.org/10.1357/l.v2i2.49
Meilinda, Riyoko, E., & Sholeh, K. (2023). Pengembangan media flashcard pada siswa kelas iii sd negeri 04 muara telang kabupaten banyuasin. INNOVATIVE: Journal Of Social Science Research, 3(3), 2174–2187. https://doi.org/https://j-innovative.org/index.php/Innovative/article/view/2382
Nasution, A., & Rahim, R. (2022). The development of flashcard media to improve students’ english vocabulary in english lessons at Islamic elementary school. JINoP (Jurnal Inovasi Pembelajaran), 8(2), 215–223. https://doi.org/10.22219/jinop.v8i2.22521
Nesbit, J. C., & Li, J. (2004). Web-based tools for learning object evaluation. Proceedings of the International Conference on Education and Information Systems: Technologies and Applications.
Paivio, A. (2014). Intelligence, dual coding theory, and the brain. Intelligence, 47, 141–158. https://doi.org/10.1016/j.intell.2014.09.002
Pramesthi, D. W., & Airlanda, G. S. (2024). Pengembangan media flashcard prepositions of place mata pelajaran bahasa inggris sekolah dasar. Jurnal Educatio, 10(2), 599–606. https://doi.org/https://doi.org/10.31949/educatio.v10i2.8369
Rahmayani, N. A., Mulyasari, E., & Magistra, A. A. (2025). Penerapan model kooperatif tipe make a match untuk meningkatkan penguasaan kosakata bahasa inggris siswa fase b sekolah dasar. Jurnal Guru Pendidikan Sekolah Dasar, 10(3), 9–21. https://doi.org/https://ejournal.upi.edu/index.php/jpgsd/article/view/92638
Rusman. (2017). Belajar dan Pembelajaran Berorientasi Standar Proses Pendidikan. Kencana.
Schmitt, N. (2014). Size and depth of vocabulary knowledge: What the research shows. Language Learning, 64, 913–951. https://doi.org/https://doi.org/10.1111/lang.12077
Silmi, T. A., & Hamid, A. (2023). Urgensi penggunaan media pembelajaran berbasis teknologi. Inspiratif Pendidikan, 12(1), 69–77. https://doi.org/https://doi.org/10.24252/ip.v12i1.37347
Sucandra, Budiman, M. A., & Fajriyah, K. (2022). Analisis kesulitan penguasaan kosakata pembelajaran muatan lokal bahasa inggris pada siswa kelas iv di sd plus latansa kabupaten demak. Wawasan Pendidikan, 2(1), 71–80. https://doi.org/https://doi.org/10.26877/wp.v2i1.9664
Sugiyono. (2023). Metode Penelitian Kualitatif: Untuk Penelitian yang Bersifat Eksploratif, Enterpretif, Interaktif, dan Konstruktif. Alfabeta.
Susilana, R., & Riyana, C. (2018). Media Pembelajaran. CV Wacana Prima.
Vargo, J., Nesbit, J. C., Belfer, K., & Archambault, A. (2003). Learning object evaluation: Computer-mediated collaboration and inter-rater reliability. International Journal of Computers and Applications, 25(3), 1–8. https://doi.org/10.1080/1206212X.2003.11441703
Wahid, A. (2018). Pentingnya media pembelajaran dalam meningkatkan prestasi belajar. Istiqra: Jurnal Pendidikan dan Pemikiran Islam, 5(2). https://doi.org/10.58176/eciejournal.v3i01.679
Zakiah, I., & Kusmanto, H. (2017). Pengaruh penerapan model pembelajaran kooperatif tipe make a match terhadap kreativitas. EduMa, 6(1), 32–43. https://doi.org/https://doi.org/10.24235/eduma.v6i1.1660
