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Persepsi Siswa Kelas X Terhadap Penggunaan Permainan Roda Berputar dalam Pembelajaran Kosa Kata di SMK Negeri 3 Pekanbaru
This study aims to investigate tenth-grade students’ perceptions of using Spin Wheel Games in learning vocabulary at SMK Negeri 3 Pekanbaru. It focuses on three main aspects: cognitive, affective, and behavioral, which are essential for understanding how students process information, respond emotionally, and demonstrate their engagement during learning activities. In addition, this study explores how game-based learning media can enhance students’ vocabulary mastery in an interactive and engaging way. This research employed a descriptive qualitative method to gain deeper insights into students’ perceptions. The data were collected through a questionnaire distributed to 37 students. The instrument was adapted from Kebiel and Rachida (2017), as cited in Dewi Nur Asyiah (2017), and consisted of 25 items covering five indicators: cognitive benefits, emotional engagement, attitudes toward game-based learning, usability, and accessibility. A four-point Likert scale, ranging from strongly disagree to strongly agree, was used. Furthermore, classroom observations were conducted to capture students’ behavior, participation, and engagement during the implementation of Spin Wheel Games. The data were analyzed using percentage analysis and supported by qualitative descriptions from observations. The results revealed that students had positive perceptions of the use of Spin Wheel Games. The cognitive aspect ranged from 73.64% to 86.48%, the affective aspect reached 88.51%, and the behavioral aspect showed active participation and enthusiasm. Overall, Spin Wheel Games effectively enhanced students’ vocabulary learning experience.
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