PENGEMBANGAN BAHAN AJAR MENULIS TEKS PUISI DENGAN MEDIA GAMIFIKASI DI SMA

YOHANA K SIHOMBING, . (2025) PENGEMBANGAN BAHAN AJAR MENULIS TEKS PUISI DENGAN MEDIA GAMIFIKASI DI SMA. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER YOHANA.okkkdocx.pdf

Download (862kB)
[img] Text
bab 1pendahuluan.pdf

Download (447kB)
[img] Text
bab2 landasan teori.pdf
Restricted to Registered users only

Download (818kB) | Request a copy
[img] Text
bab3 metodologi.pdf
Restricted to Registered users only

Download (446kB) | Request a copy
[img] Text
bab4 hasil penelitian.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[img] Text
bab5 kesimpulan.pdf
Restricted to Registered users only

Download (121kB) | Request a copy
[img] Text
daftar pustkan.pdf

Download (785kB)
[img] Text
lampiran.pdf
Restricted to Registered users only

Download (1MB) | Request a copy

Abstract

Pengembangkan bahan ajar menulis teks puisi berbasis media gamifikasi bagi peserta didik kelas XI SMA Negeri 81 Jakarta Timur. Penelitian ini dilatar belakangi rendahnya kemampuan peserta didik dalam menulis puisi yang disebabkan oleh terbatasnya bahan ajar interaktif dan kurangnya penggunaan media pembelajaran yang menarik. Melalui pengembangan bahan ajar berbasis gamifikasi, diharapkan proses pembelajaran menulis puisi menjadi lebih kreatif, menyenangkan, serta mampu meningkatkan motivasi dan hasil belajar peserta didik. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahapan, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah peserta didik kelas XI SMA Negeri 81 Jakarta Timur. Data diperoleh melalui observasi, wawancara, serta angket kebutuhan yang melibatkan guru dan peserta didik, kemudian divalidasi oleh ahli materi, ahli media, dan ahli bahasa untuk menilai kelayakan produk. Hasil penelitian menunjukkan bahwa bahan ajar menulis teks puisi berbasis media gamifikasi dinyatakan sangat layak pada uji kelompok besar dengan hasil 85,5% validasi rata-rata berada pada kategori “sangat baik”. Uji coba lapangan menunjukkan bahwa penggunaan bahan ajar ini mampu meningkatkan motivasi, partisipasi, serta keterampilan menulis puisi peserta didik secara signifikan. Elemen permainan seperti poin, level, dan penghargaan menjadikan pembelajaran lebih interaktif dan menyenangkan. Dengan demikian, bahan ajar menulis teks puisi berbasis gamifikasi ini efektif digunakan dalam pembelajaran Bahasa Indonesia untuk meningkatkan kreativitas dan hasil belajar peserta didik di SMA. Kata kunci: Bahan Ajar, Menulis Puisi, Gamifikasi, Model ADDIE ***** The purpose of this study was to develop teaching materials for writing poetry texts using gamification media for eleventh-grade students of SMA Negeri 81 East Jakarta. This research was motivated by the low ability of students to write poetry due to limited interactive teaching materials and the lack of engaging learning media. The development of gamified teaching materials is expected to make the poetry writing process more creative and enjoyable while improving students’ motivation and learning outcomes. This study employed a Research and Development (R&D) approach using the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. The subjects of this research were eleventh-grade students of SMA Negeri 81 East Jakarta. Data were collected through observation, interviews, and needs analysis questionnaires involving teachers and students, then validated by material experts, media experts, and linguists to assess product feasibility. The results indicated that the gamification-based teaching materials for writing poetry texts were highly feasible, with validation scores categorized as “very good.” Field testing showed that the use of these materials significantly improved students’ motivation, participation, and poetry writing skills. Game elements such as points, levels, and rewards made the learning process more interactive and enjoyable. Therefore, the development of gamification-based teaching materials proved effective in enhancing creativity and learning outcomes in Indonesian language classes at the senior high school level. Keywords: Teaching Materials, Poetry Writing, Gamification, ADDIE Model

Item Type: Thesis (Magister)
Additional Information: 1). Prof. Dr. Fathiaty Murtadho, M.Pd. ; 2). Dr.Siti Ansoriyah, M.Pd.
Subjects: Bahasa dan Kesusastraan > Bahasa Indonesia
Divisions: FBS > S2 Pendidikan Bahasa Indonesia
Depositing User: Yohana K Sihombing .
Date Deposited: 19 Jan 2026 09:14
Last Modified: 19 Jan 2026 09:14
URI: http://repository.unj.ac.id/id/eprint/63109

Actions (login required)

View Item View Item