PURWARUPA MEDIA PERMAINAN SPRING MAX! DALAM KETERAMPILAN MEMBACA BAHASA JERMAN SISWA SMA KELAS XI TOPIK KENNENLERNEN

RESWARA FAJAR AJI DAMA PURBANI, . (2026) PURWARUPA MEDIA PERMAINAN SPRING MAX! DALAM KETERAMPILAN MEMBACA BAHASA JERMAN SISWA SMA KELAS XI TOPIK KENNENLERNEN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan menghasilkan purwarupa media pembelajaran berbasis permainan berjudul Spring Max! yang memuat materi dan latihan soal pilihan ganda berbahasa Jerman. Media ini dikembangkan untuk mendukung keterampilan membaca siswa kelas XI SMA pada topik Kennenlernen subtopik Sich vorstellen. Latar belakang penelitian ini adalah perlunya digitalisasi media pembelajaran bahasa Jerman agar tersedia media alternatif yang praktis, menarik, dan interaktif. Pengembangan dilakukan dengan metode Research and Development (R&D) model Sugiyono tingkat 1, melalui lima tahap: analisis potensi dan masalah, pengumpulan data, desain produk, validasi desain, dan revisi desain. Media Spring Max! dirancang sebagai media pembelajaran pendukung yang menarik, interaktif, dan dapat diakses melalui perangkat mobile. Hasil validasi menunjukkan presentase sebesar 99,13% dari ahli media dan 91,25% dari ahli materi, serta memberikan hasil akhir rata-rata 95,19%. Hal ini menegaskan bahwa Spring Max! sangat layak digunakan sebagai media pembelajaran pendukung. Kesimpulannya, Spring Max! dapat dimanfaatkan sebagai media pembelajaran berbasis permainan yang inovatif dan kontekstual untuk mendukung keterampilan membaca bahasa Jerman pada siswa SMA Fase F, khususnya pada topik Kennenlernen subtopik Sich vorstellen.*****This study aims to produce a prototype of a game-based learning media titled Spring Max! which contains German-language materials and multiple-choice exercises. This media was developed to support the reading skills of 11th grade high school students on the topic of Kennenlernen, subtopic Sich vorstellen. The background of this study is the need for the digitization of German language learning media in order to provide practical, interesting, and interactive alternative media. Development was carried out using Sugiyono's level 1 Research and Development (R&D) model, through five stages: analysis of potential and problems, data collection, product design, design validation, and design revision. Media Spring Max! was designed as an attractive, interactive learning support medium that can be accessed via mobile devices. The validation results show a percentage of 99.13% from media experts and 91.25% from subject matter experts, with a final average result of 95.19%. This confirms that Spring Max! is highly suitable for use as a supporting learning medium. In conclusion, Spring Max! can be utilized as an innovative and contextual game-based learning medium to support German reading skills in Phase F high school students, particularly on the topic of Kennenlernen, subtopic Sich vorstellen.

Item Type: Thesis (Sarjana)
Additional Information: 1). Muhammad Nur Ashar Asnur, S.Pd, M.Hum. 2). Dra. Azizah Hanoum Siregar, M.Pd.
Subjects: Bahasa dan Kesusastraan > Bahasa Jerman
Divisions: FBS > S1 Pendidikan Bahasa Jerman
Depositing User: Reswara Fajar Aji Dama Purbani .
Date Deposited: 03 Feb 2026 03:25
Last Modified: 03 Feb 2026 03:25
URI: http://repository.unj.ac.id/id/eprint/64649

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