Berdasarkan kuesioner pra penelitian siswa SMAN 1 DRIYOREJO 50% siswa kesulitan dalam mempelajari huruf hiragana, 77,8% siswa memerlukan media belajar yang baru untuk mempelajari huruf hiragana, 36,1% siswa menjawab kesulitan untuk membedakan huruf hiragana yang mirip dan kesulitan dalam menghafal huruf hiragana, dan 13,8% siswa menjawab kesulitan dalam membaca huruf hiragana. Media belajar game Ichiro no Bouken adalah media yang dikembangkan oleh Dewi (2019) yang digunakan dalam penelitian ini untuk mencari efektivitas game Ichiro no Bouken dalam pembelajaran membaca huruf hiragana pada siswa SMAN 1 DRIYOREJO. Penelitian ini menggunakan jenis penelitian kuantitatif dengan metode desain pre-test post-test control group design. Populasi dalam penelitian ini adalah siswa kelas XI IPS 3 dan XI IPS 4 SMAN 1 DRIYOREJO. Sampel dalam penelitian adalah seluruh siswa kelas XI IPS 3 dan XI IPS 4. Kelas XI IPS 3 sebagai kelas ekperimen dan kelas XI IPS 4 sebagai kelas kontrol. Instrumen dalam penelitian ini menghasilkan data pre-test, data post-test dan data kuesioner. Kuesioner disebarkan pada kelas eksperimen saja untuk mengetahui respon siswa terhadap media belajar game Ichiro no Bouken. Hasil data pre-test dan post-test di analisis menggunakan Uji Wilcoxon yang menghasilkan nilai Asymp.Sig. 0,001 < 0,05. Berdasarkan hasil analisis Uji Wilcoxon maka dapat dinyatakan bahwa media belajar game Ichiro no Bouken efektif digunakan sebagai media pembelajaran membaca huruf hiragana pada siswa kelas XI IPS 3. Dapat dikatakan efektif karena terdapat perbedaan rata-rata yang signifikan antara data pre-test ke data post-test pada kelas eksperimen, sehingga hipotesis alternatif diterima. Hasil perhitungan persentase total kuesioner adalah sebesar 84%. Sesuai dengan kriteria interpretasi respon siswa, bahwa media belajar game Ichiro no Bouken mendapatkan respon sangat baik dari siswa kelas XI IPS 3 SMAN 1 DRIYOREJO.
Based on the pre-research questionnaire of students of SMAN 1 DRIYOREJO, 50% of students had difficulty in learning hiragana letters, 77.8% of students needed new learning media to learn hiragana letters, 36.1% of students answered that they had difficulty distinguishing similar hiragana letters and had difficulty memorizing hiragana letters, and 13.8% of students answered that they had difficulty reading hiragana letters. The Ichiro no Bouken game learning media is a media developed by Dewi (2019) which was used in this study to find the effectiveness of the Ichiro no Bouken game in learning to read hiragana letters for students of SMAN 1 DRIYOREJO. This study uses a quantitative research type with a pre-test and post-test control group design method. The population in this study were students of class XI IPS 3 and XI IPS 4 of SMAN 1 DRIYOREJO. The sample in the study was all students of class XI IPS 3 and XI IPS 4. Class XI IPS 3 is the experimental class and class XI IPS 4 is the control class. The instrument in this study generate pre-test data, post-test data, and questionnaire data. The questionnaire was distributed to the experimental class only to determine students responses to the Ichiro no Bouken game learning media. The results of the pre-test and post-test data were analyzed using the Wilcoxon Test which produced an Asymp.Sig value. 0.001 < 0.05. Based on the results of the Wilcoxon Test analysis, it can be stated that the Ichiro no Bouken game learning media is effective as a learning medium for reading hiragana letters for class XI IPS 3 students. It can be said to be effective because there is a significant difference in average between the pre-test data and the post-test data in the experimental class, so the alternative hypothesis is accepted. The results of the calculation of the total percentage of the questionnaire were 84%. Following the criteria for interpreting student responses, the Ichiro no Bouken game learning media received a very good response from class XI IPS 3 students of SMAN 1 DRIYOREJO.