PENGARUH MEDIA ROBLOX TERHADAP KETERAMPILAN BERBICARA TEKS NEGOSIASI UNTUK SISWA KELAS X SMAN 54 JAKARTA

RILEY RACHMAN MAULANA, . (2026) PENGARUH MEDIA ROBLOX TERHADAP KETERAMPILAN BERBICARA TEKS NEGOSIASI UNTUK SISWA KELAS X SMAN 54 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media Roblox terhadap keterampilan berbicara teks negosiasi siswa SMA. Penelitian ini dilatarbelakangi oleh rendahnya keterampilan berbicara siswa dalam pembelajaran teks negosiasi serta belum optimalnya pemanfaatan media pembelajaran digital interaktif yang sesuai dengan karakteristik generasi Z. Media Roblox dipilih karena menyediakan lingkungan simulasi yang memungkinkan siswa berlatih berbicara dan bernegosiasi secara kontekstual. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen. Desain penelitian yang digunakan adalah quasi experimental design dengan bentuk pretest–posttest control group design. Subjek penelitian terdiri atas dua kelas, yaitu kelas eksperimen (X-C) dan kelas kontrol (X-B) SMA Negeri 54 Jakarta. Kelas eksperimen diberikan perlakuan berupa pembelajaran keterampilan berbicara teks negosiasi menggunakan media Roblox, sedangkan kelas kontrol menggunakan pembelajaran konvensional. Data dikumpulkan melalui tes keterampilan berbicara teks negosiasi dan dianalisis menggunakan uji normalitas dan uji homogenitas sebagai uji prasyarat, kemudian dilanjutkan dengan uji Paired Sample t-test dan Independent Sample t-test. Hasil analisis menunjukkan bahwa rata-rata nilai pretest kelas eksperimen sebesar 57,20 meningkat secara signifikan menjadi 79,05 pada posttest. Sementara itu, kelas kontrol menunjukkan peningkatan yang relatif kecil, dari rata-rata pretest 60,45 menjadi 62,58 pada posttest. Hasil uji Paired Sample t-test pada kelas eksperimen memperoleh nilai Sig. (2-tailed) < 0,001 < 0,05, sedangkan kelas kontrol memperoleh nilai Sig. (2-tailed) 0,358 > 0,05. Selanjutnya, hasil uji Independent Sample t-test menunjukkan nilai Sig. (2-tailed) < 0,001 < 0,05, sehingga H₀ ditolak dan H₁ diterima. Dengan demikian, dapat disimpulkan bahwa penggunaan media Roblox berpengaruh secara signifikan terhadap keterampilan berbicara teks negosiasi siswa SMA ******* This study aims to analyze the effect of using Roblox as a learning medium on senior high school students’ speaking skills in negotiation texts. The study is motivated by the low level of students’ speaking skills in learning negotiation texts and the underutilization of interactive digital learning media that align with the characteristics of Generation Z. Roblox was selected because it provides a simulation-based environment that enables students to practice speaking and negotiating in a contextual manner.This study employed a quantitative approach using an experimental method. The research design was a quasi-experimental design in the form of a pretest–posttest control group design. The research subjects consisted of two classes, namely the experimental class (X-C) and the control class (X-B) at SMA Negeri 54 Jakarta. The experimental class received treatment in the form of instruction on negotiation speaking skills using Roblox as the learning medium, while the control class was taught using conventional instructional methods. Data were collected through a speaking skills test on negotiation texts and analyzed using normality and homogeneity tests as prerequisite analyses, followed by a Paired Sample t-test and an Independent Sample t-test.The results showed that the mean pretest score of the experimental class, which was 57.20, increased significantly to 79.05 in the posttest. Meanwhile, the control class showed a relatively small improvement, with the mean pretest score increasing from 60.45 to 62.58 in the posttest. The Paired Sample t-test results for the experimental class indicated a Sig. (2-tailed) value of < 0.001 < 0.05, while the control class obtained a Sig. (2-tailed) value of 0.358 > 0.05. Furthermore, the Independent Sample t-test results showed a Sig. (2-tailed) value of < 0.001 < 0.05, indicating that H₀ was rejected and H₁ was accepted. Therefore, it can be concluded that the use of Roblox as a learning medium has a significant effect on students’ speaking skills in negotiation texts.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Reni Nur Eriyani, M.Pd. ; 2). Dr. Nurita Bayu Kusmayati, M.Pd.
Subjects: Bahasa dan Kesusastraan > Bahasa Indonesia
Divisions: FBS > S1 Pendidikan Bahasa dan Sastra Indonesia
Depositing User: Riley Rachman Maulana .
Date Deposited: 20 Feb 2026 02:46
Last Modified: 20 Feb 2026 02:46
URI: http://repository.unj.ac.id/id/eprint/65592

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