Analisis Kebutuhan Media Pembelajaran Word Search Puzzle pada Materi AlKhabir Kelas VII MTs Hidayatul Muhajirin Palangkaraya Needs Analysis of Word Search Puzzle Learning Media on Al-Khabir Material for Grade VII at MTs Hidayatul Muhajirin Palangkaraya
Main Article Content
Abstract
This research is to analyze the need for using Word Search Puzzle learning media in Al-Khabir material in class VII MTs Hidayatul Muhajirin Palangka Raya. The research uses a mixed method, combining quantitative and qualitative approaches, with data collected through questionnaires and interviews. The research results show that 79% of students have high interest in using Word Search Puzzle, while 21% are less interested. This media is effective in increasing students' motivation, involvement and understanding of the material being taught. Apart from that, Word Search Puzzle also stimulates critical thinking skills, accuracy and concentration. And as many as 59% of teachers only use media in the form of modules such as textbooks or worksheets, while the other 41% do not use technology-based media in learning. Thus, this research recommends the development of innovative learning media to increase student involvement in the teaching and learning process in accordance with educational needs in the digital era.
Downloads
Article Details

Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
References
Ahdan, S. (2020). Perancangan Learning Media For Basic Techniques Of Volleyball Using Android-Based Augmented Reality Technology. Inovasi Pembangunan : Jurnal Kelitbangan, 8(03), 221. https://doi.org/10.35450/jip.v8i03.207
Badawi. (2019). Pendidikan Karakter Dalam Pembentukan Akhlak Mulia Di Sekolah. Seminar Nasional Pendidikan, 207–218. https://jurnal.umj.ac.id/index.php/SEMNASFIP/article/view/5129
Ellysa, V. A., & Madiun, U. P. (2024). Implementasi Model Pembelajaran Problem Based Learning dengan Media Word Search Puzzle untuk Meningkatkan Hasil Belajar Pendidikan Pancasila Peserta Didik Kelas 10 D SMAN. 3(3), 694–703. https://prosiding.unipma.ac.id/index.php/SENASSDRA/article/view/5992
Fitria, T. N. (2023). Penggunaan teka-teki pencarian kata dalam meningkatkan kosakata bahasa Inggris siswa: Tinjauan pustaka sistematis. Jurnal Bahasa Inggris dalam Komunikasi Akademik dan Profesional , 9 (2), 53–71.https://doi.org/10.25047/jeapco.v9i2.3927
Haryanto, D. P. (2007). Inovasi Pembelajaran. Perspektif Ilmu Pendidikan, 16(VIII), 102–119. https://doi.org/10.21009/pip.162.11
Hasan, M., Milawati, Darodjat, Khairani, H., & Tahrim, T. (2021). Media Pembelajaran. In Tahta Media Group. https://eprints.unm.ac.id/20720/
Hendra, Afriyadi, H., Tanwir, Noor Hayati, Supardi, Laila, S. N., Prakasa, Y. F., Hasibuan, R. P. A., & Asyhar, A. D. A. (2023). Media Pembelajaran Berbasis Digital (Teori & Praktik). In PT. Sonpedia Publishing Indonesia (Issue 1). https://repository.uinmataram.ac.id/2683/1/Media pembelajaran berbasis digital.pdf
Lay, C. I., & Talakua, A. C. (2023). Universitas Kristen Wira Wacana Sumba Fakultas Sains dan Teknologi SATI: Sustainable Agricultural Technology Innovation Prancangan Game Edukasi Word Serach Puzzle Berbasis Android. SATI: Sustainable Agricultural Technology Innovation, Lcm, 27–28. https://doi.org/https://ojs.unkriswina.ac.id/index.php/semnas-FST/article/view/364
Manan, A. (2023). Pendidikan Islam Dan Perkembangan Teknologi : Menggagas Harmoni Dalam Era Digital. Jurnal Pendidikan Dan Kebudayaan, 5(1), 56–73. https://www.jurnal.stitnualhikmah.ac.id/index.php/scholastica/article/view/1865
Maula, I., Matra, S. D., & Education, E. L. (2024). Pengaruh Permainan Puzzle cari kata sebagai Mdia Pengajaran Kosakata pada Siswa kelas XI TKR Utama SMK Muhammadiyah Kanjen. 5, 23–27. https://proceeding.unikal.ac.id/index.php/kip/article/view/1978
Medan, U. A. (2023). Pemanfaatan Media Pembelajaran Poster pada Mata Pelajaran Fiqih. 14, 438–449. https://jurnal.uinsu.ac.id/index.php/ansiru/article/view/16903
Nuranita, S. N., Ilmu, F., Dan, T., Islam, U., & Walisongo, N. (2023). Pengaruh Metode Picture and Picture Berbantu Media Word Search Puzzle Terhadap Kemampuan Kognitif Materi Kerja sama dalam Kebergaman Siswa Kelas IV di MI AL-Maftuhah Demak. Skripsi: UIN Walisongo . https://eprints.walisongo.ac.id/id/eprint/24125
Nurrita, T. (2018). Pengembangan Media Pembelajaran untuk Meningkatakan Hasil Belajar Siswa. MISYKAT: Jurnal Ilmu-Ilmu Al-Quran, Hadist, Syari’ah Dan Tarbiyah, 3(1), 171. https://doi.org/10.33511/misykat.v3n1.171
Pendidikan, J. (2024). PEDAGOGIK. 2(2), 86–93. https://pps.iiq.ac.id/jurnal/index.php/MISYKAT/article/view/52
Pertiwi, C. P. (2021). Investigating EFL Teahcers’ Classroom Management During COVID-19 Pandemic. Pharmacognosy Magazine, 75(17), 399–405.
Reza Andri Astuti, Mega Ulpah, A. M. (2024). pengembangan media pembelajaran Word Search Puzzle terhadap Kreatifitas Siswa pada Materi Al-Khabir SMP IT Al-Ghazali Palangka Raya. Jurnal Pendidikan Dan Keguruan, 2(9), 1575–1586. https://jpk.joln.org/index.php/2/article/view/359
Saleh & Syahruddin, D. (2023). Media Pembelajaran (pp. 1–77). https://repository.penerbiteureka.com/publications/563021/media-pembelajaran
Santiana, Cahyati, S. S., Novita, D., Genua, V., Putri, S. C., Herda, R. K., Fitriana, S., Lubis, S. S. W., Musyawir, Warda, Y., Wati, S., Sina, M. W., Wardhani, R., Agustina, F. R., Siska, W., Pujasari, R. S., Lima, S. S., Wafi, M. P. P. R., Qorie, T., … Dadan. (2024). Yuk Belajar Bahasa Melalui Media dan Sumber Belajar di Era Society 5.0. In Akademia Pustaka (Issue January).
Setiyanto, S., & Fatah Yasin, I. (2024). Workshop Pembuatan Media Pembelajaran Interaktif Di Sma Negeri 1 Pabelan Kabupaten Semarang Menggunakan Wordwall Workshop for Creating Interactive Learning Media At Sma Negeri 1 Pabelan, Semarang District Using Wordwall. Pengabdian Kepada Masyarakat, 2(1), 308–316.
Sholeh, M., Fakiah, E., P, G. A., Informatika, T., Industri, F. T., Sains, I., & Yogyakarta, T. A. (n.d.). Cepat Membaca Menggunakan Permainan Multiplayer Word Search Puzzle. 123–135.
Silaban, P. J., Ginting, E. F., Samosir, E. R., Tarigan, A. M. B., & Siringoringo, R. (2024). Sosialisasi Alat Peraga Perkalian Jarimatika di UPT SD Negeri 065015 Medan Tuntungan. Jurnal Pengabdian Masyarakat Bangsa, 1(12), 3341–3345. https://doi.org/10.59837/jpmba.v1i12.149
Siti Fatimah, Shinta April Lailia Seftiana, Afil Fres Ayu, Sri Rista, V. N. (2023). Mengintregasikan Teknologi Digital Dalam. 2(1), 10–19.
Trisnawati Trisnawati, & Diena San Fauziya. (2024). Faktor Penyebab Kejenuhan Belajar Siswa SMP Kelas VIII Pada Pembelajaran Bahasa Indonesia. Aliansi: Jurnal Hukum, Pendidikan Dan Sosial Humaniora, 1(5), 214–226. https://doi.org/10.62383/aliansi.v1i5.407
Wahyudi, M. A., & Kusumahwardani, A. (2024). The Effectiveness of Word Search Puzzle Game AS. 9(1), 43–52. https://doi.org/https://doi.org/10.36665/elp.v9i1.817
Wahyuni, S. (2018). Pengembangan Media Pembelajaran Word Search Puzzle Pada Kelas X IIS SMA Negeri 16 Surabaya Tahun Pelajaran 2017/2018. Jurnal Pendidikan Ekonomi (JUPE), 6(3), 336–342.
Wardana, A. D. &. (2019). Belajar dan Pembelajaran. In CV. KAAFFAH LEARNING CENTER Kompleks. https://repository.iainpare.ac.id/id/eprint/1639
Wulandari, A. P., Salsabila, A. A., Cahyani, K., Nurazizah, T. S., & Ulfiah, Z. (2023). Pentingnya Media Pembelajaran dalam Proses Belajar Mengajar. Journal on Education, 5(2), 3928–3936. https://doi.org/10.31004/joe.v5i2.1074
Yunus, Y., & Fransisca, M. (2020). Analisis kebutuhan media pembelajaran berbasis android pada mata pelajaran kewirausahaan. Jurnal Inovasi Teknologi Pendidikan, 7(2), 118–127. https://doi.org/10.21831/jitp.v7i1.32424
Zahwa, F. A., & Syafi’i, I. (2022). Pemilihan Pengembangan Media Pembelajaran Berbasis Teknologi Informasi. Equilibrium: Jurnal Penelitian Pendidikan Dan Ekonomi, 19(01), 61–78. https://doi.org/10.25134/equi.v19i01.3963




















