Increasing The Engagement Of 10th-Grade Culinary Students Through The Implementation Of Game-Based Learning Using Word Search
(1) Universitas Negeri Malang
(2) Universitas Negeri Malang
(*) Corresponding Author
Abstract
This study aims to describe the implementation of interactive learning using a word search game to increase student participation in the Culinary Vocational Program at SMK Negeri 2 Malang. Low student activity in conventional, teacher-centered instruction prompted the adoption of a more interactive approach. A game‑based learning model was chosen for its potential to enhance motivation, engagement, and learning outcomes among students in the culinary program at SMK Negeri 2 Malang. The research employed a descriptive qualitative approach through observation, interviews, and documentation. Data were analyzed using the following steps: (1) data reduction, (2) data display, and (3) drawing conclusions/verification. Conclusions were drawn by comparing field findings with relevant theory. Observations and interviews indicated a tendency for the percentage of students willing to come forward and answer to increase from 30% to approximately 70% when using the word search. Students also reported improved focus and greater enthusiasm for basic culinary skills material. The study concludes that the word search is a feasible alternative as an innovative instructional medium suited to the characteristics of vocational education, being easy to implement, relevant to core program content, and effective in promoting active student engagement.
Keywords
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DOI: 10.24036/jptbt.v7i2.27290
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