Kata Kunci :
Pengaruh media, Aplikasi ‘Kanji no Benkyou’, media pembelajaran, huruf Kanji.
Penelitian ini merupakan penelitian kuantitatif dengan metode eksperimen semu (Quasi Experiment). Populasi dalam penelitian ini adalah seluruh SMA negeri di Surabaya yang terdapat mata pelajaran Bahasa Jepang yang berjumlah 9 sekolah. Sampel dari penelitian ini terdiri dari empat SMA negeri di Surabaya yang terdapat kelas Bahasa dan mata pelajaran Bahasa Jepang. Teknik pengambilan sampel yang digunakan adalah purposive sample. Data yang diambil adalah nilai pretest dan posttest siswa kelas eksperimen dan kelas kontrol serta hasil angket respon siswa.
Berdasarkan hasil independent sample t-test yang telah dilakukan pada kelas eksperimen dengan bantuan software SPSS 25 for windows di empat SMA tersebut, didapatkan hasil dari tiga SMA yaitu t hitung lebih besar daripada t tabel yang berarti media aplikasi “KanBen (Kanji no Benkyou)” memiliki pengaruh terhadap kemampuan penguasaan kanji level shokyuu (dasar) pada siswa kelas XI Bahasa SMA di kota Surabaya tahun ajaran 2018/2019. Sedangkan satu dari tiga SMA tersebut didapatan hasil t hitung lebih kecil daripada t tabel yang berarti media aplikasi “KanBen (Kanji no Benkyou)” tidak memiliki pengaruh terhadap kemampuan penguasaan kanji level shokyuu (dasar) pada siswa kelas XI Bahasa SMA di kota Surabaya tahun ajaran 2018/2019. Apabila dilihat dari angket respon siswa, dari ke empat SMA didapatkan hasil yang positif terhadap aplikasi KanBen (Kanji no Benkyou).
Key Words :
The influence of the media,‘Kanji no Benkyou’ app, learning media, Kanji’s characters.
In this research, the KanBen app was used to test whether the learning media affected the mastery of kanjis’s characters which included how to read, interpret, and write in class XI Language students in state high schools in Surabaya. This KanBen App is based on android, making it easier for students to learn Kanji because it can be used everywhere and anytime. The purpose of this study is describe the influence of KanBen app and describe student’s responses to the use of KanBen app in learning Kanji’s characters.
This research is a quantitative research with Quasi Experiment method. The population in this research were nine state high schools in Surabaya that have Japanese subjects. And the sample of this research consisted of four state high schools in Surabaya which have laguage classes and Japanese subjects. The sampling technique used was purposive sample. The data taken are the pretest and posttest scores of the experimental class and control class students and the result of the student response questionnaire.
Based on the result of the independent sample t-test that was carried out in the experimental class with the help of SPSS 25 software for windows in the four high schools, three high school stated that t-arithmetic is greater than t-table which means the “KanBen (Kanji no Benkyou)” app has an influence on shokyuu level (basic) kanji mastery ability in class XI Language high school students in Surabaya in the academic year 2018/2019. While one of the three high schools stated that t-arithmetic is smaller than t-table which means the “KanBen (Kanji no Benkyou) app doesn’t have an influence on the mastery ability on shokyuu level (basic) in class XI Language high school students in Surabaya in the academic year 2018/2019. Based on the result from the student response quetionnaire, the KanBen app has positive response.