Need Analysis of A Corpus-Based Electronic Games To Improve Vocabulary Of Junior High School Students

Authors

  • Asti Ramadhani Endah Lestari Universitas Negeri Jakarta

DOI:

https://doi.org/10.61132/yudistira.v4i4.3109

Keywords:

Corpus, Gamifying, Need Analysis, TEFL, Vocabulary

Abstract

Analisis kebutuhan memainkan peran penting dalam mendesain media pembelajaran karena membantu menentukan konten dan fitur yang sesuai dengan pengguna sasaran. Studi ini mendeskripsikan kebutuhan siswa dan guru SMP terhadap permainan kosakata elektronik berbasis korpus. Kuesioner yang mengadaptasi model Analisis Kebutuhan Hutchinson dan Waters diberikan kepada 111 siswa. Kuesioner tersebut meneliti kebutuhan siswa terkait sikap, pengalaman belajar, konten yang disukai, dan fitur yang disukai untuk permainan kosakata berbasis Android. Kemudian, survei dilanjutkan dengan wawancara mendalam dengan siswa dan guru. Hasil penelitian menunjukkan bahwa guru mencoba menggunakan permainan daring di kelas dan hal itu meningkatkan motivasi siswa. Namun, guru menemukan bahwa permainan yang ada tidak dapat mengakomodasi proses pembelajaran karena kosakata yang diberikan tidak sesuai dengan kemampuan siswa. Selain itu, siswa menyukai permainan yang dapat diakses melalui ponsel berbasis Android dan terdiri dari tantangan dengan berbagai misi di setiap level. Hasil penelitian ini bermanfaat sebagai pertimbangan dasar dalam penelitian lebih lanjut untuk mengembangkan permainan elektronik berbasis korpus. 

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Published

2026-10-29

How to Cite

Asti Ramadhani Endah Lestari. (2026). Need Analysis of A Corpus-Based Electronic Games To Improve Vocabulary Of Junior High School Students. Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan Dan Bahasa, 4(4), 446–458. https://doi.org/10.61132/yudistira.v4i4.3109

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