Improving English Vocabulary in Fifth Grade Through Cooperative Learning with switch Games: A Case Study at MI GUPPI SUMBERWULAN
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Wanda Astria Rahmadani, Buntara Adi Purwanto

Improving English Vocabulary in Fifth Grade Through Cooperative Learning with switch Games: A Case Study at MI GUPPI SUMBERWULAN

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Introduction

Improving english vocabulary in fifth grade through cooperative learning with switch games: a case study at mi guppi sumberwulan. Boost 5th-grade English vocabulary using cooperative learning and Switch Games. Explore effective, collaborative strategies for elementary students under the Merdeka Curriculum.

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Abstract

Vocabulary mastery is crucial for effective communication and understanding in English. In Indonesia, the Merdeka Curriculum promotes student-centered learning and emphasizes creativity and collaboration. However, many students find English challenging and struggle with vocabulary retention. To address this, a motivating approach is needed, such as Cooperative Learning using the Switch Game method. This method fosters group collaboration among students of varying abilities, enhancing interaction and making vocabulary learning enjoyable. The study aims to investigate the Implementation of this approach in improving elementary students' vocabulary mastery and recommendations for educators in designing effective learning strategies. The aim of this research is to explore the implementation of a cooperative learning method using the Switch Game to enrich vocabulary in English learning at the elementary school level. The study will involve various group activities with students of different abilities, promoting collaboration and knowledge sharing. Utilizing a quantitative pre-experimental design with pretest and posttest, the sample consists of 12 Student of fifth-grade students at MI GUPPI Sumberwulan,Selomerto. Data will be collected through vocabulary tests conducted before and after the cooperative learning implementation. The teacher's role will be to motivate and provide learning media. Students will participate in the Switch Game within a cooperative environment, making learning enjoyable. The expected outcome is an enrichment of vocabulary and increased motivation and interest in learning through interactive games, encouraging the development of student-centered and collaborative learning methods that enhance student outcomes.


Review

This paper addresses a highly relevant issue in English language education: the challenges of vocabulary acquisition and retention among elementary students, particularly within Indonesia's student-centered Merdeka Curriculum. The proposed intervention, integrating Cooperative Learning with a "Switch Game," presents a promising and engaging approach to foster collaboration and enhance motivation, which are critical for effective learning. The study's focus on elementary students and its aim to investigate the implementation and impact of this method on vocabulary mastery are timely and directly applicable to educators seeking innovative strategies to make English learning more enjoyable and successful. Methodologically, the abstract outlines a quantitative pre-experimental design utilizing pretest and posttest data collection from a sample of 12 fifth-grade students. While the emphasis on group collaboration, varied abilities, and the motivational aspect of the Switch Game are clear strengths, the small sample size significantly limits the generalizability of any findings. Furthermore, the absence of a control group in a pre-experimental design makes it challenging to definitively attribute observed improvements solely to the intervention, as other confounding factors might be at play. There is also a slight conceptual discrepancy between the title's labeling of the work as a "Case Study" and the abstract's description of a "quantitative pre-experimental design"; clarifying this distinction would enhance methodological coherence. Despite these methodological considerations, the study provides a valuable exploratory step in understanding the practical application of game-based cooperative learning. Should the anticipated outcomes of vocabulary enrichment and heightened student motivation be achieved, this research could offer practical recommendations for educators looking to implement interactive and collaborative strategies in their classrooms. Future research could build upon this foundation by employing a more robust design, such as a quasi-experimental approach with a larger sample and a control group, or by incorporating qualitative elements to gain deeper insights into the student experience and the specific mechanisms through which the Switch Game influences learning.


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