Developing Crossword Game-Based Learning Media To Improve Airline Reservation Learning Outcomes
DOI:
https://doi.org/10.47239/3mas3d90Keywords:
ADDIE, airline reservation, crossword game, learning media, vocational educationAbstract
This study developed crossword game-based learning media for Airline Reservation instruction and evaluated its feasibility, user responses, and preliminary effectiveness among Grade XII Travel Business students at SMK Negeri 1 Singaraja. The development procedure adapted the ADDIE model through analysis, design, development, implementation, and evaluation. Product quality was examined through content-expert and media-expert reviews, followed by individual, small-group, teacher, and field trials. Learning outcomes were assessed using a one-group pretest-posttest procedure with 30 students. The content expert rated the product at 95.83% and the media expert at 91.67%, both indicating very high feasibility. Individual and small-group trials produced mean ratings of 90.74% and 90.63%, respectively; the teacher rating was 90.63%, while the field-trial response reached 90.28%. Student achievement increased from a pretest mean of 77.24 to a posttest mean of 88.48, while mastery increased from 63.33% to 100%. The original analysis also reported a statistically significant paired-samples difference (p = .001). These findings indicate that a curriculum-aligned crossword game can function as an engaging supplementary medium for terminology-intensive vocational content such as international city codes and aviation geography. Because the effectiveness phase used a single-group design, the gain should be interpreted as evidence of improvement after implementation rather than definitive causal superiority over other instructional media.
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