Digilib Perpustakaan Universitas Riau

Tugas Akhir, Skripsi, Tesis dan Disertasi Mahasiswa Universitas Riau

  • Beranda
  • Informasi
  • Berita
  • Bantuan
  • Pustakawan
  • Pilih Bahasa :
    Bahasa Arab Bahasa Bengal Bahasa Brazil Portugis Bahasa Inggris Bahasa Spanyol Bahasa Jerman Bahasa Indonesia Bahasa Jepang Bahasa Melayu Bahasa Persia Bahasa Rusia Bahasa Thailand Bahasa Turki Bahasa Urdu

Pencarian berdasarkan :

SEMUA Pengarang Subjek ISBN/ISSN Pencarian Spesifik

Pencarian terakhir:

{{tmpObj[k].text}}
Image of Keefektifan Permainan Puzzle Kanji Pada Pembelajaran Kanji II Mahasiswa Program Studi Pendidikan Bahasa Jepang Angkatan 2017/2018
Penanda Bagikan

CD Skripsi

Keefektifan Permainan Puzzle Kanji Pada Pembelajaran Kanji II Mahasiswa Program Studi Pendidikan Bahasa Jepang Angkatan 2017/2018

Melyana Sari / 1405112975 - Nama Orang;

The lack of motivation in learning Kanji was caused by the large number of Kanji that students needed to learn in one meeting. It was also caused by the conventional learning technique that made students feel saturated. This research aimed to find out the effectiveness of applying Kanji puzzle game in increasing the learning outcomes of Kanji subject on Japanese Study Program academic year 2017/2018. This research used weak experiment with the design of pretest-posttest class or one group pre-test post-test. The sample of this research consisted of 32 students of class A from Japanese study program academic year 2017/2018. This research used purposive sampling technique where it was used for particular criteria or purposes. The data were collected by distributing test. The test was divided into pre-test and post-test. After the pre-test and post-test data gathered, then they were processed by using SPSS Version 24 IBM for windows.
Based on the data analysis, the average score of pre-test was 67 and the average score for post-test was 84. After applying t-test, it was obtaind that the value of sig (2-tailed) was 0,000 < 0,05. Because the value of sig (2-tailed) was 0,000 smaller than 0,05, it could be concluded that the use of Kanji puzzle game technique can increase students class A learning outcomes in Kanji subject. It proved that Ho hypotesis was rejected and Ha was accepted. Thus, the use of Kanji puzzle game was effective in increasing Students’ Kanji subject learning outcomes of Japanese Study Program academic year 2017/2018.
Keywords: Kanji, Puzzle, The effectiveness.


Ketersediaan
#
Perpustakaan Universitas Riau 05 12. 119 (0021)
05 12. 119 (0021)
Tersedia
Informasi Detail
Judul Seri
-
No. Panggil
05 12. 119 (0021)
Penerbit
Pekanbaru : Universitas Riau - Fkip – Pendidikan Bahasa Jepang., 2019
Deskripsi Fisik
ix, 92 hlm.; ill.; 29 cm
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
05 12. 119 (0021)
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subjek
PENDIDIKAN BAHASA JEPANG
Info Detail Spesifik
-
Pernyataan Tanggungjawab
FATAH
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • JUDUL
  • DAFTAR ISI
  • ABSTRAK
  • BAB I PENDAHULUAN
  • BAB II KAJIAN TEORI
  • BAB III METODE PENELITIAN
  • BAB IV HASIL PENELITIAN
  • BAB V PENUTUP
  • DAFTAR PUSTAKA
  • LAMPIRAN
Komentar

Anda harus masuk sebelum memberikan komentar

Digilib Perpustakaan Universitas Riau
  • Informasi
  • Layanan
  • Pustakawan
  • Area Anggota

Tentang Kami

As a complete Library Management System, SLiMS (Senayan Library Management System) has many features that will help libraries and librarians to do their job easily and quickly. Follow this link to show some features provided by SLiMS.

Cari

masukkan satu atau lebih kata kunci dari judul, pengarang, atau subjek

Donasi untuk SLiMS Kontribusi untuk SLiMS?

© 2025 — Senayan Developer Community

Ditenagai oleh SLiMS
Pilih subjek yang menarik bagi Anda
  • Karya Umum
  • Filsafat
  • Agama
  • Ilmu-ilmu Sosial
  • Bahasa
  • Ilmu-ilmu Murni
  • Ilmu-ilmu Terapan
  • Kesenian, Hiburan, dan Olahraga
  • Kesusastraan
  • Geografi dan Sejarah
Icons made by Freepik from www.flaticon.com
Pencarian Spesifik
Kemana ingin Anda bagikan?