PENGEMBANGAN BUKU PANDUAN MENULIS CERITA PENDEK DENGAN MEMANFAATKAN GIM VIDEO UNTUK SISWA SMA, MAHASISWA, DAN UMUM

Reza Khaidar Achmad, - (2024) PENGEMBANGAN BUKU PANDUAN MENULIS CERITA PENDEK DENGAN MEMANFAATKAN GIM VIDEO UNTUK SISWA SMA, MAHASISWA, DAN UMUM. S2 thesis, Universitas Pendidikan Indonesia.

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Official URL: https://repository.upi.edu/

Abstract

Proses pembelajaran karya sastra fiksi baik di sekolah maupun di luar sekolah terus dilakukan dan ditingkatkan, namun dengan bertambahnya media karya fiksi yang ada, media yang dipelajari dalam pembelajaran tidak selalu ikut bertambah. Salah satu media ini adalah gim video, media karya fiksi yang relatif baru dibandingkan dengan novel, cerpen, atau film, tetapi sangat terkenal di kalangan masyarakat muda dan memiliki keunikan sendiri, seperti sifat interaktifnya dan mampu menjadi sumber inspirasi bagi penulis pemula. Berdasarkan pada situasi tersebut, peneliti mengembangkan buku panduan belajar menulis cerita pendek dengan memanfaatkan gim video untuk menarik penggemar gim video terhadap sastra dan membantu mengenalkan media gim video pada penggemar sastra konvensional. Penelitian ini berbentuk penelitian design and development (D&D) dengan elemen arts-based research (ABR) dan menggunakan pendekatan berbasis kualitatif. Pengembangan buku terdiri atas tiga tahap: perencanaan (melalui kajian pustaka dan penelitian pendahuluan mengenai minat siswa dan guru SMA dan sederajatnya terhadap media-media digital), produksi buku, dan penilaian kredibilitas buku pada empat indikator tertentu oleh tiga penilai. Hasilnya, ketiga penilai menentukan bahwa materi buku yang telah dikembangkan cukup kredibel untuk digunakan. Penelitian lanjutan dapat dilakukan untuk menentukan cara diseminasi dan/atau memperbaiki batasan-batasan yang dimiliki penelitian ini. The learning process of fiction literature, both in schools and outside of schools, continues to be carried out and improved. However, with the increasing variety of fiction media available, the number of media studied in the learning process does not always increase accordingly. One such medium is video games, a relatively new form of fiction compared to novels, short stories, or films, but widely popular among the younger generation. Video games possess unique characteristics, such as interactivity, and have the ability to serve as a source of inspiration for novice writers. In light of this situation, the researcher developed a guidebook for learning short story writing by utilizing video games to engage video game enthusiasts in literature and introduce the video game medium to conventional literature enthusiasts. This is a design and development (D&D) research with elements of arts-based research (ABR) which employs a qualitative-based approach. The book development consists of three stages: planning (through literature review and preliminary research on the interests of high school students and teachers towards digital media), book production, and book credibility assessment by three evaluators based on four specific indicators. As a result, all three evaluators deemed the developed book credible to use. Further research could be conducted to determine dissemination methods and/or address the limitations of this study.

Item Type: Thesis (S2)
Additional Information: https://scholar.google.com/citations?user=9ed2kFEAAAAJ ID SINTA dosen pembimbing: Sumiyadi: 5994381 Yulianeta: 6122021
Uncontrolled Keywords: Buku panduan, Cerita pendek, Design and development, Gim video, Pembelajaran sastra. Design and development, Guidebook, Literature learning, Short story, Video game.
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure
L Education > LB Theory and practice of education
P Language and Literature > PN Literature (General)
Divisions: Sekolah Pasca Sarjana > Pendidikan Bahasa Indonesia S-2
Depositing User: Reza Khaidar Achmad
Date Deposited: 05 Feb 2024 06:27
Last Modified: 05 Feb 2024 06:27
URI: http://repository.upi.edu/id/eprint/114874

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