eprintid: 136419 rev_number: 47 eprint_status: archive userid: 216620 dir: disk0/00/13/64/19 datestamp: 2025-09-17 08:52:46 lastmod: 2025-09-17 08:52:46 status_changed: 2025-09-17 08:52:46 type: thesis metadata_visibility: show creators_name: Rahmah Nafiisah, - creators_name: Indah Nurmahanani, - creators_name: Nadia Tiara Antik Sari, - creators_nim: NIM2103253 creators_nim: NIDN0010018002 creators_nim: NIDN0008088706 creators_id: rahmanafisah104@upi.edu creators_id: nurmahanani@upi.edu creators_id: nadiatiara.as@upi.edu contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Indah Nurmahanani, - contributors_name: Nadia Tiara Antik Sari, - contributors_nidn: NIDN0010018002 contributors_nidn: NIDN0008088706 contributors_id: nurmahanani@upi.edu contributors_id: nadiatiara.as@upi.edu title: PENGARUH MODEL PEMBELAJARAN GAME BASED LEARINING BERBANTUAN SCRATCH TERHADAP PENGUASAAN KOSAKATA BAHASA INGGRIS SISWA SD: Penelitian Kuasi Eksperimen pada Pembelajaran Materi Parts of Our Body That Work Together Chapter 6 Kelas V di salah satu SD di Kab. Bandung ispublished: pub subjects: L1 divisions: PGSDPWT full_text_status: restricted keywords: Games Based Learning, Scratch, kosakata Bahasa Inggris, siswa sekolah dasar Vocabulary, Games Based Learning, Scratch, Elementary School note: https://scholar.google.com/citations?hl=id&user=1Cmr2-IAAAAJ ID SINTA Dosen Pembimbing: Indah Nurmahanani: 5995562 Nadia Tiara Antik Sari: 6689078 abstract: Kosakata merupakan elemen penting dalam pembelajaran Bahasa Inggris, khususnya di tingkat sekolah dasar. Rendahnya penguasaan kosakata siswa menjadi alasan utama dilakukannya penelitian ini. Tujuan dari studi ini adalah untuk: (1) menganalisis peningkatan kemampuan kosakata Bahasa Inggris siswa setelah mengikuti pembelajaran menggunakan model Games Based Learning berbasis media Scratch dibandingkan dengan model Contextual Teaching and Learning, dan (2) mengevaluasi pengaruh media Scratch terhadap hasil belajar kosakata. Penelitian ini mengadopsi metode kuasi eksperimen dengan desain non-equivalent pretest-posttest control group, melibatkan 50 siswa kelas V yang terbagi ke dalam dua kelompok. Instrumen yang digunakan berupa tes kosakata yang diberikan sebelum dan sesudah perlakuan. Analisis N-Gain menunjukkan bahwa kelas eksperimen mengalami peningkatan rata-rata sebesar 0,56 (kategori sedang), sedangkan kelas kontrol sebesar 0,29 (kategori rendah). Hasil uji Independent t-Test menunjukkan nilai signifikansi 0,001, yang berarti terdapat perbedaan signifikan antara kedua kelompok. Berdasarkan temuan tersebut, penggunaan Scratch dalam pembelajaran berbasis permainan dinilai efektif dalam meningkatkan penguasaan kosakata siswa di jenjang sekolah dasar. ----- Vocabulary is a fundamental component in English language learning at the Vocabulary is a crucial component in learning English, especially at the elementary school level. The low vocabulary mastery among students prompted this research. This study aims to: (1) analyze the improvement in students' English vocabulary after receiving instruction through a Games Based Learning model supported by Scratch compared to Contextual Teaching and Learning (CTL) model, and (2) evaluate the effect of Scratch as a digital learning medium on vocabulary acquisition. This study employed a quasi-experimental method with a non-equivalent pretest-posttest control group design, involving 50 fifth-grade students divided into experimental and control groups. The main instrument was a vocabulary test administered before and after the treatment. N-Gain analysis revealed an average improvement of 0.56 (moderate category) in the experimental group and 0.29 (low category) in the control group. The results of the Independent Sample t-Test showed a significance value of 0.001, indicating a significant difference between the two groups. These findings suggest that the integration of Scratch in game-based learning is effective in enhancing vocabulary mastery among elementary school students. date: 2025-08-13 date_type: published institution: Universitas Pendidikan Indonesia department: KODEPRODI86285#PGSD Kampus Purwakarta_S1 thesis_type: other thesis_name: other official_url: https://repository.upi.edu/ related_url_url: https://perpustakaan.upi.edu/ related_url_type: org citation: Rahmah Nafiisah, - and Indah Nurmahanani, - and Nadia Tiara Antik Sari, - (2025) PENGARUH MODEL PEMBELAJARAN GAME BASED LEARINING BERBANTUAN SCRATCH TERHADAP PENGUASAAN KOSAKATA BAHASA INGGRIS SISWA SD: Penelitian Kuasi Eksperimen pada Pembelajaran Materi Parts of Our Body That Work Together Chapter 6 Kelas V di salah satu SD di Kab. Bandung. S1 thesis, Universitas Pendidikan Indonesia. document_url: http://repository.upi.edu/136419/9/S_PGSD_2103253_Title.pdf document_url: http://repository.upi.edu/136419/3/S_PGSD_2103253_Chapter1.pdf document_url: http://repository.upi.edu/136419/4/S_PGSD_2103253_Chapter2.pdf document_url: http://repository.upi.edu/136419/5/S_PGSD_2103253_Chapter3.pdf document_url: http://repository.upi.edu/136419/7/S_PGSD_2103253_Chapter4.pdf document_url: http://repository.upi.edu/136419/6/S_PGSD_2103253_Chapter5.pdf document_url: http://repository.upi.edu/136419/8/S_PGSD_2103253_Appendix.pdf