PENGEMBANGAN MEDIA PERMAINAN ‘MONOPOLI KATAKANA (MONOKATA)’ SEBAGAI MEDIA PEMBELAJARAN KOSAKATA KATAKANA MEISHI SISWA KELAS XI IBB 2 SMA NEGERI 1 BANGIL TAHUN AJARAN 2017/2018

Penulis

  • Afita Kurniawati

Abstrak

Penelitian ini mengkaji tentang pengembangan media permainan ‘Monopoli Katakana (MonoKata)’ sebagai
media pembelajaran kosakata Katakana Meishi siswa kelas XI IBB 2. Berdasarkan hasil angket kebutuhan siswa
tanggal 1 Februari 2018, diketahui siswa masih mengalami kesulitan dalam memahammi serta menulis kosakata
Katakana Meishi karena kurangnya media pembelajaran sebagai sarana belajar dan berlatih siwa . Oleh karena itu,
penggunaan media permainan ‘Monopoli Katakakana (MonoKata)’ untuk mengatasi kesulitan siswa dalam
memahammi menulis kosakata Katakana Meisihi. Media permainan ‘Monopoli Katakana (MonoKata)’ yaitu
permainan yang diangkat dan dikembangkan dari permainan monopoli dengan tujuan untuk membantu siswa dalam
belajar dan berlatih menulis kosakata Katakana Meishi. Cara permain media permainan ‘monopoli Katakana
(MonoKata)’ yaitu setiap pemain melemparkan dadu secara bergiliran untuk memindahkan bidaknya, dan apabila ia
mendarat dipetak yang belum dimiliki oleh pemain lain ia dapat membeli petak itu dengan menulis jawaban sesuai
kosakata yang tertera dan membayar harga yang tertera. Penelitian ini bertujuan untuk mengetahui kelayakan media
permainan ‘Monopoli Katakana (MonoKata)’ dan mengetahui respon siswa terhadap media permainan ‘Monopoli
Katakana (MonoKata)’.
Penelitian ini menggunakan metode penelitian dan pengembangan R&D (Research and development ) milik
Borg and Gall . Subjek penelitian ini adalah siswa kelas XI IBB 1 SMA Negeri 1 Bangil pada tahap uji coba produk,
dan siswa kelas XI IBB 2 SMA Negeri 1 Bangil pada tahap uji coba pemakaian (tahap ke-6).
Berdasarkan hasil angket validasi media, media permainan ‘Monopoli Katakana (MonoKata)’ memperoleh
prosentase nilai 90,38% dengan kriteria sangat baik. Berdasarkan Hasil validasi materi media permainan ‘Monopoli
Katakana (MonoKata)’ memperoleh prosentase nilai 97,14% dengan kriteria sangat baik. Berdasarkan perolehan
prosentase nilai validasi media oleh ahli media dan ahli materi pengembangan media permainan ‘Monopoli Katakana
(MonoKata)’ layak digunakan dengan kriteria sangat baik sebagai media pembelajaran kosakata Katakana Meishi
siswa kelas XI IBB 2 SMA Negeri 1 Bangil tahun ajaran 2017/2018. Berdasarkan Hasil angket respon siswa terhadap
media permainan ‘Monopoli Katakana (MonoKata)’ memperoleh prosentase nilai 89,28% dengan kriteria sangat baik.
Berdasarkan hasil angket respon siswa dapat disimpulkan media permainan ‘Monopoli Katakana (MonoKata)’
mendapat respon sangat baik dari siswa.
Kata Kunci: Pengembangan Media Permainan, Media Pembelajaran, ‘Monopoli Katakana (MonoKata), Kosakata
Katakana Meishi.
Abstract
This study examines the development of the game media 'Monopoli Katakana (MonoKata)' as a learning media
for Katakana Meishi vocabulary for the 11th grade students of IBB 2. Based on the results of student questionnaire
on February 1, 2018, it is known that students still have difficulty understanding and writing Katakana Meishi
vocabulary because of lack of learning media as a means of learning and practicing students. Therefore, the use of
game media ‘Monopoly of Fate (MonoKata)’ to overcome students' difficulties in understanding writing the
Katakana Meisihi vocabulary. Game media ‘Katakana (MonoKata)’ monopoly’ is a game that is adopted and
developed from a monopoly game with the aim of helping students to learn and practice writing Katakana Meishi
vocabulary. How to play the game media Katakan Monopoli Katakana (MonoKata), that is, each player throws the
dice in turn to move the pieces, and if he lands on a plot that other players do not have, he can buy the plot by
writing answers according to the vocabulary listed and paying the listed price. This study aims to determine the
feasibility of the game media Katakan Katakana Monopoly (MonoKata) 'and find out the students' response to the
game media Katakan Monopoly of Katakana (MonoKata)'.
This study uses the research and development research and development method of Borg and Gall. The
subjects of this study were the 1 st IBB 1 grade students of Bangil State 1 High School in the product testing phase,
and the 2nd IBB class XI students of Bangil State 1 High School in the use trial phase (6-stage).
Based on the results of the media validation questionnaire, the game media "Monopoly Katakana (MonoKata)"
obtained a percentage of 90.38% with very good criteria. Based on the results of the validation of the game media
material "Monopoly Katakana (MonoKata)" obtained a percentage of the value of 97.14% with very good criteria.
Based on the acquisition of the percentage value of media validation by media experts and experts in game media development material ‘Monopoly Katakana (MonoKata)’ is worthy of use with very good criteria as a learning
medium for Katakana Meishi vocabulary for IBB class XI students 2 SMA Negeri 1 Bangil 2017/2018 school year.
Based on the results of the student response questionnaire on the game media "Monopoly Katakana (MonoKata)"
obtained a percentage of the value of 89.28% with very good criteria. Based on the results of the student response
questionnaire, it can be concluded that the media game "Monopoli Katakana (MonoKata)" received a very good
response from students.
Keywords: Game Media Development, Learning Media, Monopoly Katakana (MonoKata), Katakana Vocabulary.

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2026-07-15

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Articles-August
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