Pembelajaran bahasa mandarin dengan aplikasi berbasis permainan untuk meningkatkan motivasi belajar = Mandarin language learning through a game-based application to increase learning motivation

Marimbo, Carlene Calvary (2025) Pembelajaran bahasa mandarin dengan aplikasi berbasis permainan untuk meningkatkan motivasi belajar = Mandarin language learning through a game-based application to increase learning motivation. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Learning motivation plays a vital role in the success of learning process, including in foreign language education such as Mandarin. However, Mandarin is often considered a challenging language to learn, especially for students. Low motivation can hinder students from engaging actively with the material, thereby affecting their learning outcomes. To address this issue, a solution that supports both cognitive and emotional engagement is required to increase students’ motivation and involvement in learning. This study proposed the development of a mobile-based educational game application using the ARCS motivation model, which includes four components: Attention, Relevance, Confidence, and Satisfaction. The application was designed with two phases: a learning phase and an implementation phase. In the learning phase, players were asked to choose the appropriate Pinyin and Indonesian translation for the displayed Hanzi, accompanied by its pronunciation audio. In the implementation phase, players matched the Pinyin labeled items to the corresponding Hanzi characters. This study used quantitative method with a pre-test and post-test design, involving primary school students as participants. The instrument used is a learning motivation questionnaire based on the ARCS model. Data analysis was conducted using a paired sample t-test for normally distributed data and the Wilcoxon Signed-Rank Test for non-normally distributed data. The results indicate a significant increase in learning motivation in the aspects of Attention (p = 0.007), Confidence (p = 0.035), Satisfaction (p = 0.011), and the overall ARCS score (p < 0.001). However, the Relevance aspect did not show a statistically significant improvement (p = 0.089). This finding indicates that the use of educational games has the potential to enhance students’ learning motivation in Mandarin language learning, especially in aspects related to attention, confidence, and student satisfaction. / Motivasi belajar memiliki peran yang penting dalam menentukan keberhasilan proses pembelajaran, termasuk dalam pembelajaran bahasa asing seperti bahasa Mandarin. Namun, bahasa Mandarin sering dianggap sulit dipelajari, terutama oleh siswa. Rendahnya motivasi belajar dapat menyebabkan siswa kurang terlibat secara aktif dalam pembelajaran, sehingga berdampak pada hasil belajar mereka. Oleh karena itu, diperlukan solusi yang dapat mendukung keterlibatan kognitif dan emosional siswa untuk meningkatkan motivasi serta keterlibatan mereka dalam proses pembelajaran. Penelitian ini mengusulkan pengembangan aplikasi permainan edukatif berbasis mobile dengan pendekatan model motivasi ARCS yang terdiri dari empat komponen: Attention (perhatian), Relevance (relevansi), Confidence (kepercayaan diri), dan Satisfaction (kepuasan). Aplikasi ini terdiri dari dua fase, yaitu fase pembelajaran dan fase penerapan. Pada fase pembelajaran, pemain diminta memilih Pinyin dan arti bahasa Indonesianya yang sesuai untuk Hanzi yang ditampilkan, dilengkapi dengan audio pelafalan. Pada fase penerapan, pemain mencocokkan item berlabel Pinyin dengan karakter Hanzi yang benar. Metode penelitian yang digunakan adalah kuantitatif dengan desain pre-test dan post-test. Instrumen yang digunakan berupa kuesioner motivasi belajar berbasis model ARCS. Analisis data dilakukan menggunakan paired sample t-test untuk data berdistribusi normal dan Wilcoxon Signed-Rank Test untuk data yang tidak berdistribusi normal. Hasil analisis menunjukkan adanya peningkatan motivasi belajar yang signifikan pada aspek Attention (p = 0,007), Confidence (p = 0,035), Satisfaction (p = 0,011), serta skor total ARCS (p < 0,001). Namun, tidak ditemukan peningkatan signifikan pada aspek Relevance (p = 0,089). Temuan ini menunjukkan bahwa penggunaan game edukatif berpotensi untuk mendorong peningkatan motivasi belajar siswa dalam pembelajaran bahasa Mandarin, terutama pada aspek yang berkaitan dengan perhatian, kepercayaan diri, dan kepuasan siswa.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Marimbo, Carlene Calvary
NIM01082210024
carlenecalvary02@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Suryapranata, Louis Khrisna Putera
0330109102
louis.suryapranata@uph.edu
Uncontrolled Keywords: Game edukatif ; motivasi belajar ; Bahasa Mandarin ; ARCS ; Unity
Subjects: Q Science > QA Mathematics
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics
Depositing User: Carlene Calvary Marimbo
Date Deposited: 01 Jul 2025 03:45
Last Modified: 01 Jul 2025 03:45
URI: http://repository.uph.edu/id/eprint/68986

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