Perancangan aplikasi pembelajaran bahasa Jepang berbasis web dengan gamifikasi

Zesty, Jovita (2021) Perancangan aplikasi pembelajaran bahasa Jepang berbasis web dengan gamifikasi. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Berdasarkan hasil survei lembaga The Japan Foundation pada tahun 2018, Indonesia menduduki peringkat kedua sebagai negara dengan jumlah pelajar bahasa Jepang terbanyak. Meskipun demikian, ditemukan bahwa terdapat permasalahan dalam pembelajaran di Indonesia, yaitu pelajar tingkat pemula (level N5 dan N4) merasa takut untuk berkomunikasi menggunakan bahasa Jepang dan mengalami kebosanan. Pelajar juga kesulitan untuk menguasai Kanji dikarenakan jumlah huruf yang banyak serta tidak terbiasa dengan huruf tersebut. Untuk mengatasi permasalahan yang dihadapi pelajar tersebut, maka dirancanglah sebuah aplikasi pembelajaran bahasa Jepang berbasis web dengan menggunakan teknik gamifikasi. Integrasi gamifikasi ke dalam pembelajaran dapat membantu membuat pelajaran menjadi lebih menyenangkan, membantu mengukur seberapa jauh pelajar menguasai suatu materi dan menyesuaikan tingkat latihan dengan tingkat penguasaan materi pelajar. Aplikasi dikembangkan dengan menggunakan metode Extreme Programming. Dari perancangan menghasilkan sebuah aplikasi pembelajaran bahasa Jepang dimana pelajar dapat memilih untuk mempelajari bahasa Jepang dengan flashcards/video atau mengerjakan soal latihan. Pelajar akan mendapatkan points, badges/trophy dan avatar setelah berhasil menyelesaikan latihan. Pelajar juga dapat melihat peringkat dirinya maupun temannya di Leaderboards./Based on a survey by The Japan Foundation in 2018, Indonesia was ranked second as the country with the highest number of Japanese language learners. However, it was found that there are several learning problems in Indonesia, namely beginner level students (levels N5 and N4) were too afraid to communicate using Japanese and experience boredom. Students also found it difficult to master Kanji due to the large amount of Kanji need to be memorized and unfamiliarity with these Kanji letters. To overcome the problems faced by these students, a web-based Japanese language learning application was designed by using gamification techniques. The integration of gamification into learning process can help make lessons more enjoyable, help measure how far the learner has mastered the learning material and adjust the questions’ level to the students’ level of mastery. The application was developed using the Extreme Programming method. In this Japanese language learning application, students can choose to learn Japanese with flashcards/videos or take practices. Students will get points, badges/trophy and avatar after they have successfully completing the practices. Students can also see their own ranks and their friends’ on the Leaderboards.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Zesty, JovitaNIM00000025103jovita.zesty@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorPangaribuan, Jefri JuniferNIDN0130108901jefri.pangaribuan@uph.edu
Uncontrolled Keywords: gamifikasi; extreme programming; bahasa Jepang
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Medan > School of Information Science and Technology > Information Systems
Current > Faculty/School - UPH Medan > School of Information Science and Technology > Information Systems
Depositing User: Users 23332 not found.
Date Deposited: 03 Mar 2022 13:55
Last Modified: 18 Mar 2022 09:28
URI: http://repository.uph.edu/id/eprint/47028

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