Enhancing Grade Ten Students’ Motivation in Learning English through Interactive Comic Media
DOI:
https://doi.org/10.57176/jn.v5i1.163Keywords:
interactive learning media, jigsaw learning model, student learning motivationAbstract
Di era globalisasi, kemahiran berbahasa Inggris sangat penting untuk menghadapi tantangan di tempat kerja dan berkomunikasi dengan orang-orang dari berbagai budaya. Namun, tidak semua siswa SMA tertarik untuk mempelajarinya. Penelitian ini bertujuan meningkatkan motivasi belajar bahasa Inggris siswa melalui penggunaan media pembelajaran interaktif, berupa komik edukasi yang dipadukan dengan model jigsaw puzzle. Penelitian tindakan kelas (PTK) ini dilaksanakan di kelas X-B SMA Negeri 4 Pamekasan dengan mengikuti siklus Kemmis dan McTaggart, yang mencakup perencanaan, tindakan, observasi, dan refleksi. Materi komik yang digunakan terkait dengan kehidupan sehari-hari siswa. . Data dikumpulkan melalui dokumentasi, observasi, dan angket motivasi belajar, lalu dianalisis secara kualitatif dan kuantitatif. Hasil penelitian menunjukkan peningkatan yang signifikan dalam motivasi belajar: peningkatan sebesar 31,25% dari pra-siklus ke siklus I dan peningkatan sebesar 25% dari siklus I ke siklus II. Secara keseluruhan, motivasi belajar meningkat sebesar 56,25%. Hasilnya menunjukkan bahwa penggabungan narasi visual dalam bentuk komik dan model jigsaw untuk kolaborasi sebaya efektif dalam meningkatkan keinginan siswa untuk belajar. Selain itu, model jigsaw memberikan guru ide praktis tentang cara membuat pembelajaran bahasa Inggris yang kreatif dan interaktif. Hasil menunjukkan bahwa narasi visual komik dan kolaborasi sebaya melalui model jigsaw efektif meningkatkan keinginan siswa untuk belajar. Selain itu, metode ini memungkinkan guru bahasa Inggris untuk membuat pembelajaran yang inovatif, interaktif, dan sesuai dengan siswa generasi digital.
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In era of globalization, English language skills are crucial for facing challenges in the workplace and communicating with people from different cultures. However, there are still high school students who are not interested in learning the language. The purpose of this study was to increase students' desire to learn English through the use of interactive learning media such as educational comics combined with the jigsaw puzzle model. In class X-B at SMA Negeri 4 Pamekasan, this classroom action research (CAR) was conducted following the Kemmis and McTaggart cycle, which includes planning, action, observation, and reflection. Comic material related to students' daily lives was included in the learning process. Qualitative and quantitative analyses were conducted after data were collected through documentation, observation, and a learning motivation questionnaire. The results showed a significant increase in learning motivation: an increase of 31.25% from pre-cycle to cycle I and an increase of 25% from cycle I to cycle II. Overall, learning motivation increased by 56.25%. The results indicate that the combination of visual narratives in the form of comics and the jigsaw puzzle model for peer collaboration is effective in increasing students' desire to learn. Furthermore, the jigsaw model provides teachers with practical ideas on how to create creative and interactive English learning. Results show that comic visual narratives and peer collaboration through the jigsaw model effectively increase students' desire to learn. Furthermore, this method enables English teachers to create innovative, interactive, and digital-generation-appropriate learning.
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