PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GAMIFIKASI PADA MATA PELAJARAN BAHASA JEPANG MATERI POKOK HIRAGANA

Dheniha Agustine Fadilla, - (2024) PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS GAMIFIKASI PADA MATA PELAJARAN BAHASA JEPANG MATERI POKOK HIRAGANA. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Penelitian ini bertujuan untuk mengembangkan multimedia interaktif yang dapat memfasilitasi siswa untuk mempelajari huruf Hiragana. Metode pengembangan yang dilakukan adalah metode design-based research (DBR) dan eksperimen dengan desain one group post-test only. Langkah-langkah yang dilakukan meliputi analisis dan eksplorasi, desain dan konstruksi, serta evaluasi dan refleksi. Pengumpulan data dilakukan melalui wawancara, kuesioner, dan tes dengan menggunakan analisis deskriptif kualitatif dan analisis statistik deskriptif. Partisipan mencakup ahli materi, ahli media, guru Bahasa Jepang dan 31 siswa kelas XI di SMA Negeri 13 Kota Bandung. Hasil pengembangan menunjukkan bahwa multimedia interaktif layak untuk digunakan dan diuji cobakan. Dengan perolehan nilai “Sangat Baik” dari ahli materi, dan kategori “Baik” dari ahli media. Penilaian oleh guru mendapatkan hasil “Sangat Baik” dan penilaian oleh siswa memperoleh katergori “Sangat Baik”. Hasil penelitian menunjukkan bahwa multimedia interaktif memiliki dampak positif terhadap nilai siswa yang semula dengan rata-rata 89 menjadi 91 dan sebaran nilai menjadi lebih merata kepada seluruh siswa. Kesimpulannya, multimedia interaktif berbasis gamifikasi efektif dalam meningkatkan keterlibatan dan hasil belajar siswa, serta dapat menjadi alternatif yang lebih menarik dibandingkan metode pembelajaran konvensional. This study aims to develop interactive multimedia that facilitates students in learning Hiragana characters. The development methods used are design-based research (DBR) and an experimental design with a one-group post-test only. The steps taken include analysis and exploration, design and construction, evaluation and reflection. Data collection was conducted through interviews, questionnaires, and tests using qualitative descriptive analysis and descriptive statistical analysis. Participants included subject matter experts, media experts, Japanese language teachers, and 31 eleventh-grade students at SMA Negeri 13 Bandung. The development results indicate that the interactive multimedia is feasible for use and testing, receiving a "Very Good" rating from subject matter experts and a "Good" rating from media experts. The teacher's assessment resulted in a "Very Good" rating, and students' assessments also received a "Very Good" rating. The study's findings show that the interactive multimedia has a positive impact on students' scores, increasing the average from 89 to 91, with more evenly distributed scores among all students. In conclusion, gamification-based interactive multimedia is effective in enhancing student engagement and learning outcomes, and it can serve as a more engaging alternative compared to conventional teaching methods.

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Official URL: https://repository.upi.edu/
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=id&user=PfYtpRcAAAAJ ID SINTA Dosen Pembimbing Cepi RIyana: 5978187 Ahmad Fajar Fadlillah: 6753812
Uncontrolled Keywords: Pengembangan Multimedia Interaktif, Multimedia Interaktif Berbasis Gamifikasi, Media Pembelajaran Bahasa Jepang Development of Interactive Multimedia, Game-Based Interactive Multimedia, Japanese Language Learning Media
Subjects: L Education > L Education (General)
P Language and Literature > P Philology. Linguistics
T Technology > T Technology (General)
Divisions: Fakultas Ilmu Pendidikan > Teknologi Pendidikan
Depositing User: Dhenisha Agustine Fadilla
Date Deposited: 12 Sep 2024 04:24
Last Modified: 12 Sep 2024 04:24
URI: http://repository.upi.edu/id/eprint/124425

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