Yogyakarta– Adventure
Game with TGT Model Raises Javanese Script Literacy to 83 Percent Mastery. This
research was conducted by Dyah Rahmawati Purwantari, Supartinah, and Setiawan
Edi Wibowo from Yogyakarta State University and published in the International
Journal of Education and Life Sciences (IJELS) Vol. 4 No. 2 (February 2026).
The
latest research by Dyah Rahmawati Purwantari, Supartinah, and Setiawan Edi
Wibowo from Yogyakarta State University shows that the Team Games Tournament
(TGT) approach can significantly improve Javanese literacy skills.
Javanese Script Seen as Difficult and
Irrelevant
Under Yogyakarta Governor Regulation
No. 64 of 2013, Javanese language is a compulsory local content subject in
schools. However, in practice, many students struggle to memorize, read, and
write Javanese characters.
Before the intervention, students:
- Frequently
relied on textbooks when completing exercises
- Lacked
confidence reading without examples
- Considered
Javanese script unimportant
Two students from non-Javanese ethnic backgrounds even expressed low motivation, believing they did not need to learn the script.
Integrating Adventure Games with
Cooperative Learning
The researchers applied a qualitative
phenomenological approach using the TGT (Team Games Tournament) cooperative
learning model.
The learning sequence included:
- Random
formation of heterogeneous groups
- Searching
for scattered Javanese syllable cards
- Arranging
syllables into complete words and sentences
- Inter-group
competition
- Individual
formative assessment
The adventure game required students to reconstruct sentences based on subject–predicate–object structures using cut-and-paste syllables.
Creative Strategies Emerged
Classroom observations revealed
dynamic group interactions.
One group, led by a student named
Mahran, first transliterated the Javanese characters into sounds before forming
sentences. This strategy helped them win first place.
Another group categorized words using
symbols:
- Circles
for subjects
- Triangles
for predicates
- Check
marks for objects
This method allowed them to complete
tasks efficiently and secure second place.
However, not all groups functioned effectively. In one group, a high-achieving student dominated the activity while other members remained passive. The teacher intervened to encourage task sharing and collaboration.
Significant Improvement in Learning
Outcomes
After implementing the TGT adventure
game:
- The
average formative score reached 81.7
- 83
percent of students exceeded the minimum passing grade (KKM)
- Group
task completion reached 90 percent
Most students scored between 90 and
100, with only three scoring below 80.
These results indicate that game-based cooperative learning substantially improved early Javanese script reading ability.
Positive Changes in Attitude and
Engagement
Before the intervention, student
engagement was low. After introducing the game:
- Passive
students became more active
- Group
discussions intensified
- Higher-achieving
students demonstrated leadership
- Collaboration
improved
The TGT model fostered responsibility,
innovation, healthy competition, and peer support.
Nevertheless, researchers noted that clearer teacher instructions and improved time management are necessary, as some students required additional guidance during gameplay.
Implementation Challenges
Several challenges emerged:
- Limited
instructional time required two meetings per TGT cycle
- Students
were initially unfamiliar with game procedures
- Some
Javanese vocabulary was not understood
- Individual
assessment primarily measured writing rather than reading fluency
The researchers recommend developing separate formative assessments specifically designed to measure individual reading ability.
Implications for Cultural Preservation
The findings highlight the importance
of innovative teaching strategies in preserving regional culture.
Game-based cooperative learning:
- Aligns
with the developmental psychology of children aged 9–11
- Integrates
cultural literacy with active learning
- Encourages
cognitive and social engagement
The TGT model can be adapted for other schools with contextual adjustments.
Conclusion
The adventure-based TGT cooperative
learning model effectively enhances students’ interest and competence in
reading Javanese script. With 83 percent of students achieving mastery and an
average score of 81.7, this approach offers a promising strategy for
strengthening cultural literacy in primary education.
The study confirms that playful, collaborative learning environments can revitalize local content education and improve literacy outcomes.
Author Profiles
- Dyah Rahmawati Purwantari- Universitas Negeri Yogyakarta
- Supartinah & Setiawan Edi Wibowo- Universitas Negeri Yogyakarta
Research Source
Purwantari, D. R., Supartinah, & Wibowo, S. E. (2026). Exploring Javanese Script Reading through Adventure Games with the TGT Approach in Primary Schools. International Journal of Education and Life Sciences (IJELS), Vol. 4 No. 2, 215–226. DOI: https://doi.org/10.59890/ijels.v4i2.281
URL: https://ntlmultitechpublisher.my.id/index.php/ijels

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