RANCANGAN PENGEMBANGAN PEMBUATAN APLIKASI HANGEUL ‘BAEGEUL (배글)'

Hafinda Windianti, - (2023) RANCANGAN PENGEMBANGAN PEMBUATAN APLIKASI HANGEUL ‘BAEGEUL (배글)'. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_KOR_1807485_Title.pdf

Download (3MB)
[img] Text
S_KOR_1807485_Chapter1.pdf

Download (557kB)
[img] Text
S_KOR_1807485_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (1MB)
[img] Text
S_KOR_1807485_Chapter3.pdf

Download (1MB)
[img] Text
S_KOR_1807485_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (2MB)
[img] Text
S_KOR_1807485_Chapter5.pdf

Download (471kB)
[img] Text
S_KOR_1807485_Appendix.pdf
Restricted to Staf Perpustakaan

Download (3MB)
Official URL: https://repository.upi.edu/

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana merancang dan membangun multimedia pembelajaran berbasis adventure game dengan model ADDIE serta pengaruhnya terhadap peningkatan pemahaman huruf bahasa Korea, Hangeul, di Truffle Language Center. Metode penelitian yang digunakan adalah metode eksperimen dengan pre-experimental design dalam bentuk one group pretest-postest design. Sampel yang digunakan pada penelitian ini adalah siswa kelas basic yang berjumlah 25 orang. Penelitian ini menggunakan instrument tes berupa soal yang digunakan untuk pretest dan posttest dan instrument non-tes berupa angket. Perancangan dan pembangunan multimedia pembelajaran ‘Baegeul’ yang dikembangkan menggunakan model ADDIE lima tahap kerangka kerja yaitu (Analysis, Design, Development, Implementation, and Evaluation). Pada tahap analisis terdiri dari dua bagian yaitu kinerja (performance analysis) dan analisis kebutuhan (need analysis). Pada tahap desain dibagi menjadi beberapa bagian yang terdiri dari flowchart, storyboard, dan desain antarmuka. Sedangkan pada tahap development dibagi menjadi dua bagian yaitu pengkodean dan pemberian elemen basis. Pada tahap implementasi, digunakan model discovery learning yang mana multimedia ini digunakan sebagai alat bantu ataupun media ajar. Pada tahap evaluasi dilakukan evaluasi siswa terhadap media berdasarkan tiga aspek yaitu aspek perangkat lunak, aspek pembelajaran, dan aspek komunikasi visual. Dari hasil penelitian diketahui bahwa (1) pemahaman siswa mengalami peningkatan berkategori sedang, hal ini dibuktikan dengan hasil uji gain terhadap nilai pretest dan posttest siswa diperoleh indeks gain sebesar 0.545, (2) evaluasi siswa terhadap ‘Baegeul’ termasuk kategori baik sekali dengan persentase sebesar 82% untuk aspek perangkat lunak, aspek pembelajaran sebesar 85%, dan aspek komunikasi visual sebesar 85%. This research aims to understand how to design and develop adventure game-based multimedia learning using the ADDIE model, as well as its impact on improving the understanding of the Korean alphabet, Hangeul, at the Truffle Language Center. The research method used is an experimental method with a pre-experimental design in the form of a one-group pretest-posttest design. The sample for this study consists of 25 students from the basic class. The research employs test instruments in the form of questions used for both pretests and posttests, as well as a non-test instrument in the form of a questionnaire. The design and development of the 'Baegeul' multimedia learning material were carried out using the ADDIE model, which involves five stages: Analysis, Design, Development, Implementation, and Evaluation. The analysis stage consists of two parts: performance analysis and needs analysis. The design stage is divided into several parts, including flowcharts, storyboards, and interface design. The development stage is divided into two parts: coding and the addition of foundational elements. In the implementation stage, the discovery learning model is used, wherein this multimedia serves as a tool or teaching medium. The evaluation stage involves students' assessment of the media based on three aspects: software aspects, learning aspects, and visual communication aspects. From the research findings, it is evident that (1) students' understanding experienced a moderate level of improvement, as indicated by the gain test results between students' pretest and posttest scores, yielding a gain index of 0.545, (2) students' evaluation of 'Baegeul' falls into the 'excellent' category with percentages of 82% for software aspects, 85% for learning aspects, and 85% for visual communication aspects.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_profile&hl=en ID SINTA Dosen Pembimbing: DIDIN SAMSUDIN: 6102061 VELAYETI NURFITRIANA ANSAS: 6100520
Uncontrolled Keywords: Aplikasi Hangeul, model ADDIE, MALL (Mobile Assisted Language Learning), Throwaway Prototype Design Improving of Baegeul, Hangeul Application Based on ADDIE model
Subjects: D History General and Old World > DS Asia
L Education > L Education (General)
Divisions: Fakultas Pendidikan Bahasa dan Sastra > Jurusan Pendidikan Bahasa Korea
Depositing User: Hafinda Windianti
Date Deposited: 02 Jan 2024 07:24
Last Modified: 02 Jan 2024 07:24
URI: http://repository.upi.edu/id/eprint/113918

Actions (login required)

View Item View Item