PENGEMBANGAN MEDIA ‘NIHONGO TWISTER’ DALAM PEMBELAJARAN HURUF KANA DALAM KOSAKATA BAHASA JEPANG PADA BUKU ‘NIHONGO KIRA-KIRA’ BAB 1-4

Authors

  • Sullayuda Gymnastiar Adwi Universitas Negeri Surabaya

Abstract

ABSTRAK

       Penelitian ini bertujuan mendeskripsikan proses pengembangan media pembelajaran Nihongo Twister pada pembelajaran kosakata bahasa Jepang yang bersumber dari buku Nihongo Kira-Kira Bab 1–4 serta mendeskripsikan respons peserta didik terhadap penggunaannya. Penelitian menggunakan metode Research and Development (R&D) mengacu pada model Sugiyono hingga tahap uji coba produk. Subjek penelitian berjumlah 20 peserta didik kelas XI.12 SMA Muhammadiyah 2 Surabaya. Data dikumpulkan melalui wawancara, validasi ahli media dan ahli materi, tes (pretest dan posttest), serta angket respons peserta didik, kemudian dianalisis menggunakan uji validitas, reliabilitas, normalitas, dan Wilcoxon Signed-Rank Test. Hasil penelitian menunjukkan bahwa media Nihongo Twister berhasil dikembangkan sebagai media pembelajaran berbasis permainan kartu yang layak digunakan. Hasil analisis menunjukkan adanya peningkatan kemampuan penguasaan kosakata bahasa Jepang peserta didik setelah menggunakan media, yang didukung oleh nilai signifikansi Wilcoxon Signed-Rank Test < 0,001. Selain itu, angket respons peserta didik memperoleh rata-rata persentase 81,43% dengan kategori sangat puas. Dengan demikian, media Nihongo Twister layak digunakan sebagai media pendukung pembelajaran kosakata bahasa Jepang di sekolah.

Kata Kunci : media pembelajaran, Nihongo Twister, kosakata bahasa Jepang, Research and Development (R&D), permainan edukatif.

ABSTRACT

           This study aimed to describe the development process of the Nihongo Twister learning media for teaching Japanese vocabulary based on Nihongo Kira-Kira textbook Chapters 1–4 and to describe students' responses to its implementation. This study employed the Research and Development (R&D) method based on Sugiyono's development model up to the product testing stage. The participants consisted of 20 eleventh-grade students of class XI.12 at SMA Muhammadiyah 2 Surabaya. Data were collected through interviews, expert validation by media and material experts, pre-test and post-test, and student response questionnaires. The data were analyzed using validity, reliability, and normality tests, followed by the Wilcoxon Signed-Rank Test. The results showed that the Nihongo Twister learning media was successfully developed as a card game-based learning medium and was considered suitable for classroom use. The findings also indicated an improvement in students' Japanese vocabulary mastery after using the media, supported by the Wilcoxon Signed-Rank Test with a significance value of < 0.001. In addition, the student response questionnaire obtained an average percentage score of 81.43%, indicating a very positive response to the learning media. Therefore, Nihongo Twister is suitable for use as a supporting medium in Japanese vocabulary learning at schools.

Keywords: Learning media, Nihongo Twister, Japanese vocabulary, Research and Development (R&D), educational game.

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Published

2026-07-28
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