Azis, Abdul (2025) Pendekatan Visual Semantic Memory (VSM) dan Verbal Recognition Memory (VRM) Dalam Pembelajaran Bahasa Jawa Melalui Game-Based Learning. Masters thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Perkembangan pendidikan di Indonesia terus menunjukkan kemajuan yang positif, dengan peningkatan aksesibilitas, upaya reformasi kurikulum, dan integrasi teknologi untuk mendukung pembelajaran inovatif. Memori semantik membantu membentuk dasar pengetahuan konseptual mengenai pengembangan dan berkomunikasi dalam bahasa. Oleh karena itu, semakin berkembangnya memori semantik, semakin kompleks dan kaya pula kemampuan seseorang dalam mempelajari, menggunakan, dan mengembangkan bahasa mereka seiring waktu. Penelitian ini bertujuan untuk mengeksplorasi dampak pendekatan Visual Semantic Memory (VSM) dan Verbal Recognition Memory (VRM) terhadap reaksi dan akurasi siswa dalam pembelajaran berbasis permainan. Penelitian ini menggunakan desain eksperimen antara subjek, dengan satu kelompok menerima pendekatan visual dan kelompok lainnya menerima pendekatan verbal. Data dikumpulkan melalui pengukuran waktu dalam permainan, dan proses pengumpulan data dilakukan beberapa sesi untuk mengevaluasi kinerja siswa dalam menjawab kuis berbasis waktu. Analisis dilakukan menggunakan metode non-parametrik, dengan uji Mann-Whitney untuk menilai perbedaan signifikan antara kelompok. Hasil penelitian menunjukkan adanya perbedaan signifikan dalam waktu reaksi antara VSM dan VRM. Waktu reaksi rata-rata untuk VSM adalah 8,82 detik, sementara VRM memiliki rata-rata 15,12 detik, yang menunjukkan pemrosesan informasi yang lebih cepat pada VSM. Namun, analisis akurasi tidak menunjukkan perbedaan signifikan. Dapat disimpulkan bahwa baik VSM maupun VRM mencapai tingkat akurasi yang sebanding dalam mempelajari Bahasa Jawa. Di sisi lain, dalam pembelajaran Game-based Learning yang membandingan sebelum dan setelah dilakukan uji VSM dan VRM ditunjukkan bahwa siswa yang mengikuti sesi uji VSM mendapatkan peningkatan pengetahuan Bahasa Jawa. Temuan ini berpotensi untuk mempercepat respons siswa, memberikan wawasan berharga untuk pengembangan pembelajaran berbasis permainan yang lebih efektif, terutama dalam pendidikan Bahasa.
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The development of education in Indonesia continues to show positive progress, with increased accessibility, curriculum reform efforts, and the integration of technology to support innovative learning. Semantic memory helps to form the foundation of conceptual knowledge regarding language development and communication. Therefore, as semantic memory develops, an individual’s ability to learn, use, and advance their language skills becomes increasingly complex and rich over time. This study aims to explore the impact of Visual Semantic Memory (VSM) and Verbal Recognition Memory (VRM) approaches on students' reaction times and accuracy in game-based learning. The research uses a between-subjects experimental design, where one group receives a visual approach and another group receives a verbal approach. Data were collected by measuring response time during the game, and data collection was conducted over several sessions to evaluate student performance in answering a timed quiz. The analysis used non-parametric methods, with a Mann-Whitney test to assess significant differences between groups. The results showed a significant difference in reaction times between VSM and VRM. The average reaction time for VSM was 8.82 seconds, while for VRM, it was 15.12 seconds, indicating faster information processing with VSM. However, accuracy analysis did not show significant differences. It can be concluded that both VSM and VRM achieve comparable accuracy levels in learning the Javanese language. On the other hand, in the context of Game-based Learning, comparing before and after VSM and VRM testing showed that students who participated in the VSM test session showed an improvement in their Javanese language knowledge. These findings have the potential to accelerate student responses and provide valuable insights for developing more effective game-based learning, particularly in language education.
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | Game-Based Learning, Visual Sematic Memory, Verbal Recognition Memory, Pembelajaran Berbahasa, Language Learning. |
Subjects: | L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis |
Depositing User: | Abdul Azis |
Date Deposited: | 05 Feb 2025 08:46 |
Last Modified: | 05 Feb 2025 08:46 |
URI: | http://repository.its.ac.id/id/eprint/118320 |
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