Japanese character Kanji is difficult for the students who learn Japanese as a foreign language. Bacause Kanji has stroke order, and also Chinese and Japanese ways of reading. Moreover one character of kanji is presenting one meaning, thus the amount of kanji is massive. The informal interview conduct in some students on Semarang State University, Japanese Department, 2nd semester, reveal that students got problems in memorizing the meaning and also the ways of reading and writing kanji. They often find difficulties while combining two kanji characters become a word (jukugo). Some words they didn’t familiar with will cause any further problems such as they didn’t know how to apply it into the sentence. Actually, the text book they use has reading and writing practice sections which is enough and proper to learn by themselves. But sometimes students need to make they own sentences in order to make their memory of kanji more lasting. Since the students admitted that they lacks of practice making sentences, therefore, we conducted an experiment in a class, using kanji card in order to overcome the student’s problems mentioned above. The result shows that this technique is effective and encourages students to: produce jukugo, produce sentences which using the kanji, students feel fun in learning kanji. But, not quite suitable if we conduct it in a large class.
Penelitian ini didasari pada saat pandemi Pembelajaran Tatap Muka (PTM) dibatasi, guru sebagai fasilitator diharapkan untuk berfikir kreatif agar anak didik dapat cepat menguasai materi dengan waktu yang singkat, penulis mencoba untuk memberikan alternative berupa media. Salah satu aplikasi yang dapat diterapkan untuk metode Digital Game Based Learning adalah "Wordwall". Tujuan penelitian ini adalah untuk mendeskripsikan penerapan pembelajaran kosakata bahasa Mandarin dan mendeskripiskan efektifitas metode Digital Game Based Learning berbasis Wordwall dalam meningkatkan hasil belajar berbahasa mandarin dasar anak didik kelas X di SMKN 2 Semarang. Desain penelitian ini adalah penelitian eksperimen, dengan menggunakan subjek kelas X UPW 1 yang berjumlah 36 anak didik sebagai kelas kontrol dan X UPW 2 yang berjumlah 36 anak didik sebagai kelas eksperimen. Teknik yang digunakan adalah Tes, Dokumentasi dan Angket.Analisis data yang digunakan adalah uji validitas, uji reabilitas, uji normalitas data dan uji hipotesis. Hasil Penelitian menunjukkan penggunaan metode Digital Game Based Learning berbasis Wordwall berpengaruh dalam Hasil Belajar anak didik kelas X SMKN 2 Semarang. Pada kelompok kontrol, rata- rata hasil belajar anak didik adalah 89,0, pada kelompok Eksperimen, rata- rata hasil belajar anak didik adalah 90,4. Berdasarkan hasil angket, ada perbedaan yang signifikan terhadap antusiasme anak didik, 41,7% anak didik sangat setuju menggunakan metode Digital Game Based Learning berbasis Wordwall, atau 47,2% memilih setuju, 11,1% berpendapat netral.This research is based on when the Face-to-face Learning pandemic is limited, the teacher as a facilitator is expected to think creatively so that students can quickly master the material in a short time, the author tries to provide an alternative in the form of media. One application that can be applied to the Digital Game Based Learning method is "Wordwall". The purpose of this study was to describe the application of learning Mandarin vocabulary and to describe the effectiveness of the Wordwall-based Digital Game Based Learning method in improving learning outcomes in basic Mandarin for class X students at SMKN 2 Semarang. The design of this research is experimental research, using the subjects of class X UPW 1 which amounted to 36 students as the control class and X UPW 2 which amounted to 36 students as the experimental class. The technique used is Test, Documentation and Questionnaire. Data analysis used is validity test, reliability test, data normality test and hypothesis testing. The results showed that the use of the Wordwall-based Digital Game Based Learning method had an effect on the learning outcomes of students in class X SMKN 2 Semarang. In the control group, the average student learning outcome was 89.0, in the Experiment group, the average student learning outcome was 90.4. Based on the results of the questionnaire, there was a significant difference in the enthusiasm of the students, 41.7% of the students strongly agreed to use the Wordwall-based Digital Game Based Learning method, or 47.2% chose to agree, 11.1% had a neutral opinion.
Bahasa mandarin mengalami perkembangan minat di SMA /SMK yang ada di Semarang khususnya di SMK Negeri 2 Semarang.namun,kemampuan kosa kata siswa masih tergolong rendah. Oleh karena itu, diperlukan metode pembelajaran yang sesuai untuk meningkatkan kemampuan kosa kata siswa. Penelitian ini bertujuan untuk mendeskripsikan efektifitas serta respon siswa terhadap model pembelajaran cooperative. Adapun metode yang digunakan yaitu metode berpasangan jenis pembelajaran cooperative script. Data sampel berasal dari siswa kelas 10 SMK Negeri 2 Semarang, yang terdiri dari kelas kontrol (UPW 1 ) sebanyak 36 siswa, dan kelas eksperimen (UPW 2 ) sebanyak 36 siswa melalui angket dan post test. Data dianalisis dengan uji validitas dan r ealibilitas ser ta uji hipotesis. Hasil perbandingan post test antara kelas kontrol dengan kelas eksperimen memiliki nilai signifikan 0,422 0 ,520, dengan rata rata kelas kontrol 81,94 sedangkan kelas eksperimen 87,78. Adapun hasil angket ketertarikan siswa terhadap metode cooperative script dikelas menunjukkan sebanyak 61,1% siswa tertarik, 33,3% siswa netral dan 0,5% tidak setuju. Dengan demikian, model cooperative script mampu meningkatkan kemampuan kosa kata siswa jika dibanding dengan metode konvensional.Mandarin has experienced a development of interest in high schools / vocational schools in Semarang, especially at SMK Negeri 2 Semarang. However, students' vocabulary skills are still relatively low. Therefore, appropriate learning methods are needed to improve students' vocabulary skills. This study aims to describe the effectiveness and student responses to the cooperative learning model. The method used is the paired method of cooperative script learning. The sample data came from 10th grade students of SMK Negeri 2 Semarang, which consisted of 36 students in the control class (UPW 1), and 36 students in the experimental class (UPW 2) through a questionnaire and post test. Data were analyzed by testing the validity and reliability as well as testing the hypothesis. The results of the post-test comparison between the control class and the experimental class had a significant value of 0.422 0.520, with an average control class of 81.94 while the experimental class was 87.78. The results of the student interest questionnaire on the cooperative script method in class showed that 61.1% of students were interested, 33.3% students were neutral and 0.5% disagreed. Thus, the cooperative script model is able to improve students' vocabulary skills when compared to the conventional method.
Universitas Negeri Semarang mencanangkan nilai karakter yang harus dikembangkan dalam kegiatan pembelajaran. Salah satunya adalah nilai humanisme. Nilai karakter tersebut perlu dimasukkan dalam kegiatan pembelajaran. Dalam studi ini penulis mencoba untuk menginternalisasikan nilai humanisme ini dalam pembelajaran sakubun (menulis), karena melalui menulis, mahasiswa dapat menuangkan ide dan kreativitasnya. Diharapkan studi ini dapat memberikan gambaran mengenai pengajaran menulis (sakubun) yang bermuatan nilai humanis. Hasil yang diperoleh yakni sample dapat menulis sebuah karangan yang bertema humanisme, namun kegiatan latihan menulis ini masih perlu dikembangkan lagi dalam bentuk latihan menulis yang lebih sering. Agar mahasiswa terbiasa. Kata kunci: sakubun, humanisme Universitas Negeri Semarang proclaims character values that must be developed in learning activities. One of them is the value of humanism. These character values need to be included in learning activities. In this study, the author tries to internalize the value of humanism in sakubun learning (writing), because through writing, students can express their ideas and creativity. It is hoped that this study can provide an overview of teaching writing (sakubun) which contains humanist values. The results obtained that the sample can write an essay with theme of humanism quite well, but this writing exercise activity still needs to be developed in the form of more frequent writing exercises. So that students get used to it. Keywords: sakubun, humanism
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