ABSTRAK
Penelitian ini didasari pada potensi dan masalah hasil angket kebutuhan yang disebarkan kepada siswa kelas X Bahasa SMA Negeri Jogoroto Jombang dimana 80% siswa menyatakan masih kesulitan dalam menghafal huruf kana dan 100% siswa menyatakan membutuhkan media pembelajaran untuk menghafal huruf kana serta 52% siswa menyatakan suka bermain game. Sehingga dikembangkan media aplikasi game Ichiro no Bouken sebagai sarana menghafal huruf kana. Tujuan dari penelitian ini adalah:
1. Mendeskripsikan proses pengembangan media aplikasi game Ichiro no Bouken sebagai sarana menghafal huruf kana.
2. Mengetahui respon siswa terhadap media aplikasi game Ichiro no Bouken sebagai sarana menghafal huruf kana.
Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) yang menggunakan model penelitian pengembangan milik Sugiyono. Sumber datanya adalah buku Nihongo kira Kira 1, siswa kelas X Bahasa SMA Negeri Puri Mojokerto yang berjumlah 8 siswa, dan siswa kelas X Bahasa SMA Negeri Jogoroto yang berjumlah 28 siswa. Data yang digunakan adalah proses pengembangan game Ichiro no Bouken, hasil validasi media, hasil validasi materi, hasil rata-rata nilai pretest dan posttest, dan respon siswa.
Proses pengembangan media aplikasi game Ichiro no Bouken ada 9 tahap yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, dan revisi produk. Penelitian ini sampai pada tahap ke 9 yaitu revisi produk setelah uji coba pemakaian dan tidak dilanjutkan pada tahap ke 10 yaitu produksi masal karena keterbatasan waktu, tenaga dan biaya.
Validasi media dilakukan oleh ahli media dan ahli materi. Persentase hasil validasi media dari ahli media adalah 76,7% yang termasuk dalam kategori kuat. Kemudian persentase hasil validasi media dari ahli materi adalah 86,3% yang termasuk dalam kategori sangat kuat. Rata-rata hasil nilai pretest adalah 56,1 dan rata-rata hasil nilai posttest adalah 71,5. Berdasarkan hasil rata-rata nilai pretest dan posttest tersebut, hasil belajar siswa mengalami peningkatan setelah menggunakan game Ichiro no Bouken. Hasil respon siswa terhadap media aplikasi game Ichiro no Bouken mendapat persentase 76% termasuk dalam kategori kuat. Maka dapat disimpulkan bahwa media aplikasi game Ichiro no Bouken layak digunakan sebagai media pembelajaran untuk menghafal huruf kana.
Kata Kunci : Pengembangan media, game Ichiro no Bouken, huruf kana, media pembelajaran
ABSTRACT
This research is based of the potential and problems of the result of the needs questionnaire that distributed to student of X-IBB class in Jogoroto Jombang State High School that 80% of students stated that they were still difficult to memorize kana, 100% of students stated that they needed learning media to memorize kana and 52% of students said they liked playing games. Therefore Ichiro no Bouken game application media was developing a sa means of memorizing kana.The aimed of the research are:
1. Describe the process of developing Ichiro no Bouken game application media as a means of memorizing kana.
2. Knowing students responses to the media of the Ichiro no Bouken game application as a means of memorizing kana.
This research is a research and development (R&D) that uses Sugiyono's development research model. The data source used Nihongo Kira Kira 1 book, 8 students of X-IBB class of Puri Mojokerto state High School, and 28 students of X-IBB of the Jogoroto State High School. The data that used is the process of developing the Ichiro no Bouken game, the results of media validation, the results of the material validation, the results of the average of pretest and posttest scores, and the results of the students questionnaire responses.
The process of developing Ichiro no Bouken game application media consisted of 9th stages: potential and problems, data collection, product design, design validation, design revision, product trials, product revision, trialuses, and product revision. This research reached the 9th stage, which was there vision of the product after the trial use and was not continued at the 10th stage, namely massive production, due to time, energy and cost constraints.
Media validation is carried out by media experts and material experts. The percentage of results of media validation from media experts is 76.7% which is included in the strong category. Then the percentage of results of media validation from material experts is 86.3% which is included in the very strong category. Based on the results of the average pretest and posttest scores, student learning out comes havein creased after using the Ichiro no Bouken game. The percentage of students responses to the media application game Ichiro no Bouken gets 76% included in the strong category. Then it can be concluded that the media of the game application Ichiro no Bouken is suitable to be used as a learning media for memorizing kana.
Keywords : Media development, Ichiro no Bouken games, kana letters, learning media