PENGUASAAN PERIBAHASA DALAM KALANGAN MURID SEKOLAH RENDAH MENGGUNAKAN PERMAINAN JUPERMA 1.0 (International Journal of Creative Future and Heritage (TENIAT), 2024)
JUPERMA 1.0 merupakan akronim bagi inovasi Jutaria dengan Peribahasa Melayu yang diinovasikan idea daripada permainan Jutaria. Ianya merupakan satu permainan gabungan papan bersama alat digital seiring dengan perkembangan teknologi terkini yang membantu murid-murid dalam mencapai keberkesanan dalam pembelajaran peribahasa. Isu utama dalam kalangan murid sekolah rendah adalah kelemahan murid dalam menguasai peribahasa yang seterusnya akan mempengaruhi kemahiran menulis karangan mereka di dalam penulisan Bahasa Melayu. Ini berlaku kerana mereka tidak memahami maksud sesetengah peribahasa yang menyebabkan mereka tidak dapat menjawab mengikut kehendak soalan dan penulisan mereka menjadi tidak gramatis. JUPERMA 1.0 dapat diaplikasi kepada murid sekolah rendah yang lemah dalam peribahasa. Inovasi ini direka menggunakan bahan-bahan yang berkos murah, mudah didapati dan turut menggunakan bahan-bahan terbuang dalam usaha kelestarian alam sekitar, di samping penggunaan aplikasi digital bagi meningkatkan lagi minat murid terhadap inovasi ini. Hasil inovasi menunjukkan peningkatan minat serta pemahaman murid melalui konsep didik hibur yang diketengahkan dalam inovasi ini. Adalah diharapkan inovasi JUPERMA 1.0 dapat diimplimentasikan sebagai satu bahan bantu mengajar guru di dalam bilik darjah selari dengan trend pembelajaran abad ke-21 melalui penerapan animasi yang menarik. This action research was conducted to improve the mastery of proverbs in the Malay language subject for 3 Level Two primary school students through the JUPERMA 1.0 game. JUPERMA 1.0 is an acronym for Jutaria innovation with Malay Proverbs that is an innovative idea from the Jutaria game. It is a board game combined with digital tools in line with the latest technological developments that help students achieve effectiveness in learning proverbs. The main issue among primary school students is the weakness of students in mastering proverbs which in turn will affect their ability to write Malayalam essays. This happens because they do not understand the meaning of some proverbs which causes them to be unable to answer the questions and their writing becomes ungrammatical. This innovation is designed using materials that are cheap, easy to find and also use waste materials in the effort of environmental sustainability, in addition to the use of digital applications to further increase students' interest in this innovation. The results of this action research were collected by using several research instruments, namely observation, pre-test and final test as well as interviews throughout the intervention process. Through this JUPERMA 1.0 innovation, there is an increase in students' interest and understanding in Malay proverbs through the concept of didik hibur which is highlighted in this action study. It is hoped that the JUPERMA 1.0 innovation can be implemented as a teaching aid for teachers in the classroom in line with the learning trend of the 21st century through the application of interesting animation not only for students in primary school, but also for students in secondary school.
Keywords: Bahasa Melayu; Peribahasa; Permainan; Sekolah Rendah