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: | Creators NIM Email ORCID Zesty, Jovita NIM00000025103 jovita.zesty@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Pangaribuan, Jefri Junifer NIDN0130108901 jefri.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 |