wildan, wildan (2026) PERANCANGAN GAME EDUKASI ROLE PLAYING GAME HIRAGANA SEBAGAI MEDIA PEMBELAJARAN SISWA KELAS XI SMK BINA PUTRA. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
ABSTRAK
Difficulties in recognizing and writing Hiragana characters remain a challenge for students learning Japanese. This study aims to develop an educational Role-Playing Game (RPG) entitled Hiragana Summoner Saga by implementing a touch input path following system as a Hiragana learning medium. The game was developed using the Game Development Life Cycle (GDLC) method and evaluated through Black Box Testing, Japanese language expert validation, the USE Questionnaire, and Pre-test and Post-test assessments. The results show that all game features functioned properly, the expert validation achieved 92%, and the USE Questionnaire obtained 85.19%, categorized as Highly Feasible. Furthermore, the average score increased from 24.25 to 74.50, with an N-Gain score of 0.66 in the Moderate category. These findings indicate that Hiragana Summoner Saga is feasible and moderately effective as a learning medium for Hiragana characters.
Keywords: Educational Game, Hiragana, Role-Playing Game, Touch Input Path Following, GDLC.
Kesulitan dalam mengenali dan menulis huruf Hiragana masih menjadi kendala bagi sebagian siswa dalam pembelajaran bahasa Jepang. Penelitian ini bertujuan mengembangkan game edukasi berbasis Role Playing Game (RPG) berjudul Hiragana Summoner Saga dengan menerapkan sistem touch input path following sebagai media pembelajaran Hiragana. Pengembangan game menggunakan metode Game Development Life Cycle (GDLC), sedangkan pengujian dilakukan melalui Black Box Testing, validasi ahli bahasa Jepang, USE Questionnaire, serta Pre-test dan Post-test. Hasil penelitian menunjukkan bahwa seluruh fitur game berjalan dengan baik, validasi ahli memperoleh nilai 92%, dan USE Questionnaire memperoleh nilai 85,19% dengan kategori Sangat Layak. Selain itu, nilai rata-rata pengguna meningkat dari 24,25 menjadi 74,50 dengan nilai N-Gain sebesar 0,66 kategori Sedang. Hasil tersebut menunjukkan bahwa Hiragana Summoner Saga layak digunakan dan cukup efektif sebagai media pembelajaran huruf Hiragana.
Kata Kunci: Game Edukasi, Hiragana, Role Playing Game, Touch Input Path Following, GDLC.
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | Pembimbing I: Dr. Arrahmah Aprilia, ST., MT., Pembimning II: Sanjaya Pinem, S.Kom. M.Sc., |
| Uncontrolled Keywords: | Keywords: Educational Game, Hiragana, Role-Playing Game, Touch Input Path Following, GDLC. Kata Kunci: Game Edukasi, Hiragana, Role Playing Game, Touch Input Path Following, GDLC. |
| Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data |
| Divisions: | Jurusan Desain > Program Studi Teknologi Rekayasa Multimedia |
| Depositing User: | Wildan Wildan |
| Date Deposited: | 03 Aug 2026 08:11 |
| Last Modified: | 03 Aug 2026 08:11 |
| URI: | https://repository.polimedia.ac.id/id/eprint/4980 |
