S Jep 1005570 Table of Content

Daftar Isi
ABSTRAK ……………………………………………………………............. i
KATA PENGANTAR ……………………………………………………...... xi
DAFTAR ISI ……………………………………………………………......... xv
DAFTAR TABEL……………………………………….................................xviii

BAB I
PENDAHULUAN ...........................................................................................

1

A. Latar Belakang ......................…………………………………………... 1
B. Identifikasi Masalah ……………………………………………………

5

1. Rumusan Masalah …………………………………………………… 5
2. Batasan Masalah ……………………………………………………..

5


C. Tujuan dan Manfaat ………………………………………………….... 6
1. Tujuan Penelitian …………………………………………………….. 6
2. Manfaat Penelitian ………………………………………………….... 6
D. Metode Penelitian ……………………………………………………….. 7
1.

Populasi dan Sampel Penelitian ..…….……………………………… 8
a. Populasi Penelitian ……………………………………………… 8
b. Sampel Penelitian ……………………………………………….. 8

2.

Instrumen Penelitian .................……………………………………..

8

a. Tes ………………………………………………………………. 9
b. Angket …………………………………………………………... 9
E. Teknik Pengumpulan Data ...................................................................... 10
1. Tes ………………………………………………………………......... 10

2. Angket ………………………………………………………………... 10
F. Teknik Pengolahan Data ........................................................................... 11
G. Sistematika Penulisan ............................................................................... 11
Azka D. Nurilmatin, 2014
MODEL PEMBELAJARAN MENGHAFAL KOSAKATA MENGGUNAKAN MATCHING GAME
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

BAB II LANDASAN TEORI ........................................................................... 13
A. Model Pembelajaran Bahasa ................................................................... 13
1. Pengertian Model Pembelajaran .......................................................... 13
2. Jenis-Jenis Model Pembelajaran .......................................................... 15
a. Model Pembelajaran Langsung ..................................................... 16
b. Model Pembelajaran Berbasis Masalah (PBM) ............................. 20
c. Model Pembelajaran Kontekstual .................................................. 22
d. Model Pembelajaran Index Card Match ........................................ 24
e. Model Pembelajaran Kooperatif .................................................... 26
B. Model Pembelajaran Matching Game dalam Pembelajaran Bahasa ... 29
1. Pengertian Model Pembelajaran Matching Game ................................. 29
2. Langkah-Langkah Model Matching Game ........................................... 30
3. Kelebihan dan Kekurangan Model Matching Game ............................ 32

C. Kemampuan Menghafal Kosakata Bahasa Jepang ............................... 34
1. Pengertian Kosakata Bahasa Jepang .................................................... 34
2. Kemampuan Menghafal Kosakata Bahasa Jepang ............................... 37
3. Pengajaran Menghafal Kosakata Bahasa Jepang ................................. 38
D. Kerangka Pemikiran ................................................................................. 38
E. Hipotesis Penelitian ................................................................................... 40

BAB III METODE PENELITIAN ................................................................. 41
A. Metode Penelitian ...................................................................................... 41
B. Desain Penelitian ....................................................................................... 43
C. Populasi dan Sampel ................................................................................. 45
1. Populasi ................................................................................................ 45
2. Sampel .................................................................................................. 45
D. Instrumen Penelitian ................................................................................. 46
1. Tes Tulis ............................................................................................... 46
Azka D. Nurilmatin, 2014
MODEL PEMBELAJARAN MENGHAFAL KOSAKATA MENGGUNAKAN MATCHING GAME
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

2. Angket ................................................................................................... 50

E. Pengembangan Instrumen ........................................................................ 54
F. Teknik Analisis Data ................................................................................. 55
G. Prosedur Pelaksanaan Penelitian ............................................................ 57
1. Persiapan dan Perencanaan ................................................................... 57
2. Pengumpulan dan Pengolahan Data ...................................................... 57
3. Pelaporan ............................................................................................... 58

BAB IV ANALISIS DATA DAN PEMBAHASAN ...................................... 59
A. Pelaksanaan Penelitian ............................................................................. 59
1. Treatment Pertama ................................................................................ 59
2. Treatment Kedua .................................................................................. 60
3. Treatment Ketiga .................................................................................. 61
B. Deskripsi dan Analisis Data ..................................................................... 61
C. Deskripsi dan Analisis Angket ................................................................. 66
D. Pembahasan Hasil Angket ........................................................................ 79

BAB V KESIMPULAN DAN SARAN ........................................................... 81
A. Kesimpulan ................................................................................................. 81
B. Saran ............................................................................................................ 82


DAFTAR PUSTAKA
LAMPIRAN

Azka D. Nurilmatin, 2014
MODEL PEMBELAJARAN MENGHAFAL KOSAKATA MENGGUNAKAN MATCHING GAME
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Daftar Tabel

Tabel 3.1 Desain Penelitian One-Grup Time-Series ……………………. 44
Tabel 3.2 Kisi-kisi soal Pretest ……………………………….………… 48
Tabel 3.3 Kisi-kisi soal Posttest ……………………………….……….. 49
Tabel 3.4 Kisi-kisi angket ……………………………….……………… 53
Tabel 4.1 Daftar nilai Pretest ……………………………….………….. 62
Tabel 4.2 Daftar nilai Postest ……………………………….………...... 62
Tabel 4.3 Nilai perolehan hasil Pretest dan Posttest …………………… 63
Tabel 4.4 Hasil analisis data angket……………………………….…..... 67
Tabel 4.5 Angket nomor 1 ……………………………….……............... 68
Tabel 4.6 Angket nomor 2 ……………………………….………........... 68
Tabel 4.7 Angket nomor 3 ……………………………….………........... 69

Tabel 4.8 Angket nomor 4 ……………………………….………........... 70
Tabel 4.9 Angket nomor 5 ……………………………….………........... 71
Tabel 4.10 Angket nomor 6 ……………………………….………........... 72
Tabel 4.11 Angket nomor 7 ……………………………….………........... 72
Tabel 4.12 Angket nomor 8 ……………………………….…............…... 73
Tabel 4.13 Angket nomor 9 ……………………………….………........... 74
Tabel 4.14 Angket nomor 10 ……………………………….………......... 74
Tabel 4.15 Angket nomor 11 ……………………………….………......... 75
Azka D. Nurilmatin, 2014
MODEL PEMBELAJARAN MENGHAFAL KOSAKATA MENGGUNAKAN MATCHING GAME
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Tabel 4.16 Angket nomor 12 ……………………………….………......... 76
Tabel 4.17 Angket nomor 13 ……………………………….………......... 77
Tabel 4.18 Angket nomor 14 ……………………………….………......... 77
Tabel 4.19 Angket nomor 15 ……………………………….………......... 78

Azka D. Nurilmatin, 2014
MODEL PEMBELAJARAN MENGHAFAL KOSAKATA MENGGUNAKAN MATCHING GAME
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu