EFEKTIVITAS PEMBELAJARAN KANJI DENGAN MENGGUNAKAN WINDS PRO EMULATOR GAME NAZOTTE OBOERU

Budiman, Dadan (2014) EFEKTIVITAS PEMBELAJARAN KANJI DENGAN MENGGUNAKAN WINDS PRO EMULATOR GAME NAZOTTE OBOERU. S1 thesis, Universitas Pendidikan Indonesia.

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

Abstract

Dalam mempelajari huruf Jepang, ada huruf yang disebut kanji. Sebagai bahasa asing, menurut orang yang belajar bahasa Jepang, huruf kanji sulit dipelajari karena banyak dan bentuknya bermacam-macam. Maka dari itu, diperlukan suatu cara agar pembelajar mudah mengingat huruf kanji. Salah satunya adalah menggunakan media game Nazotte Oboeru. Penelitian ini bertujuan untuk mengetahui hasil pembelajaran huruf kanji dengan menggunakan media game Nazotte Oboeru dan untuk mengetahui kelebihan dan kekurangan game Nazotte Oboeru pada pembelajaran kanji. Penelitian ini menggunakan metode kuasi eksperimen dengan desain One Group Pre-test Post-test Design. Sampel penelitian ini adalah mahasiswa kelas A tingkat tiga jurusan pendidikan bahasa Jepang tahun ajaran 2013/2014. Instrumen penelitian yang digunakan adalah tes dan angket. Dari hasil analisis data, diketahui db = 22, t-hitung = 7,77dan t-tabel pada taraf 5% = 1,1 dan pada taraf signifikansi 1% = 0,22. Berarti, t-hitung lebih besar dari t-tabel. Hasil rata-rata siswa sebelum diberi perlakuan 34,25 menjadi 70,39 setelah diberi perlakuan. Dengan demikian, dapat diartikan bahwa ada perbedaan yang signifikan terhadap kemampuan mengingat huruf kanji siswa sebelum dan setelah menggunakan game Nazotte Oboeru. Dari hasil angket, sebagian besar siswa menganggap game Nazotte Oboeru menarik dan huruf kanji menjadi mudah diingat. Tetapi, Sebagian mahasiswa mengalami masalah dalam penulisan kanji didalam game ini karena jawaban berupa hiragana atau kanji ditulis dengan menggunakan pointer. ;--- In learning Japanese alphabet, there is Kanji alphabet. According to people who learn Japanese language as foreign language, Kanji alphabet is one of alphabet that is difficult to be learned because of its kinds and forms. Thus, it is needed a kind of methods in order to make learner easier in memorizing Kanji alphabet. One of methods in memorizing this alphabet is Nazotte Oboeru game. This research is conducted to figure out the result of learning Kanji alphabet by using Nazotte Oboeru game and to obtain strength and weakness of using this method. Quasi-experiment was used in this study as the research method and One Group Pre-test Post-test design acted as its design. The samples of this study were the Class A students of Japanese language department of learning periode 2013/2014. And the instruments which were used in this study were test and questionnaire. Based on analyzing the data, it was found that db= 22, t-count= 7,77 and t-table at 5%= 1,1 and also the significance level 1%= 0,2. It can be said that t-count was bigger than t-table. The average result of pre-test was 34,25 and became 70,39 after giving the treatment towards the samples. Therefore, it can be said that there was a significant difference towards students' memorizing Kanji alphabet ability before and after using Nazotte Oboeru game. Based on the result of questionnaire, most of students said that Nazotte Oboeru game was intersting and making learn Kanji alphabet easier to be memorized. But most of students also found a difficulty in writing Kanji alphabet in this game because the answer was Hiragana or Kanji which had to be written by using pointer.

Item Type: Skripsi,Tesis,Disertasi (S1)
Additional Information: No.panggil : S JEP BUD e-2014; Pembimbing : I.Herniwati, Linna Meilia.
Uncontrolled Keywords: Kanji, Game NazotteOboeru, Nazotte Oboeru Game.
Subjects: L Education > LB Theory and practice of education
P Language and Literature > P Philology. Linguistics
Divisions: Fakultas Pendidikan Bahasa dan Seni > Jurusan Pendidikan Bahasa Jepang
Depositing User: Mr mhsinf 2017
Date Deposited: 20 Nov 2017 07:09
Last Modified: 20 Nov 2017 07:09
URI: http://repository.upi.edu/id/eprint/27938

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