Analisis Efektivitas Aplikasi Drops dalam Meningkatkan Penguasaan Kosakata Bahasa Jepang pada Pemula
DOI:
https://doi.org/10.61132/semantik.v3i2.1647Keywords:
app, Japanese, vocabulary, cognitivismAbstract
This study aims to analyze the effectiveness of Drops app in improving Japanese vocabulary acquisition among beginners. Based on the theory of cognitivism, the study used a descriptive qualitative method with a sample of 21 subjects who answered 11 questions through a Google Form survey. Results showed that the use of Drops significantly increased the average vocabulary score by 43 % (from 28.5 to 40.7), which was influenced by the integration of gamification features and spaced repetition mechanism in the application. The majority of respondents (76 %) reported high satisfaction with ease of use, learning motivation, and effectiveness of visual illustrations, consistent with previous research on audiovisual and gamification-based mobile apps. However, about 24 % of respondents recorded medium to low scores on motivational aspects and interface appearance, indicating the need for UX/UI enhancements to expand adoption. Demographic statistics revealed the average age of respondents to be 18.38 years (Q1=17; median=18; Q3=20), confirming that teenagers and pre-adults are the main group of Drops users. The findings provide recommendations for both language education practitioners and app developers to optimize design and features to maximize vocabulary learning effectiveness.
Downloads
References
Azzah S, I. R., & Zuraidah, Z. (2021). Optimasi Media Pembelajaran untuk Meningkatkan Keterampilan Menulis Huruf Hijaiyah pada Taman Pendidikan Al-Qur’an (TPQ). Kontribusi: Jurnal Penelitian Dan Pengabdian Kepada Masyarakat, 2(1), 46–55. https://doi.org/10.53624/kontribusi.v2i1.62
Christian, J., Thamrin, L., & Lusi. (2021). PEMANFAATAN APLIKASI CHINESE SKILL DALAM MENINGKATKAN KEMAMPUAN BERBICARA MAHASISWA PRODI PENDIDIKAN BAHASA MANDARIN. CAKRAWALA LINGUISTA, 4(2), 1–11. https://d-nb.info/1161488316/34
Junaedi, S. (2021). Aplikasi Canva sebagai Media Pembelajaran Daring untuk Meningkatkan Kemampuan Kreatifitas Mahasiswa pada Mata Kuliah English for Information Communication and Technology. Bangun Rekaprima, 7(2), 80–89. https://jurnal.polines.ac.id/index.php/bangun_rekaprima/article/view/3000/107647
Juniansyah, D., Kurniawan, F., & Syarifuddin, S. (2024). Pengaruh Implementasi Game Duolingo terhadap Kemampuan Linguistik pada Siswa. Journal on Education, 6(4), 21153–21161. https://doi.org/10.31004/joe.v6i4.6266
Lubis, R. F., & Hasibuan, N. K. (2021). Students’ Writing Procedure Text Mastery. English Education : English Journal for Teaching and Learning, 8(2), 166–176. https://doi.org/10.24952/ee.v8i2.3238
Luo, L. (2022). A Study on the Application of Computer-Aided Dual-Coding Theory in English Vocabulary Teaching. Scientific Programming, 2022. https://doi.org/10.1155/2022/5951844
M. I. Muslimin. (2017). Pengaruh Penggunaan Media Pembelajaran Video Animasi Terhadap Hasil Belajar Pendidikan Kewarganegaraan Kelas Ii Sd. Jurnal Prodi Teknologi Pendidikan, 6(1), 1–71.
McLeod, R. H., Kaiser, A. P., & Hardy, J. K. (2019). The Relation Between Teacher Vocabulary Use in Play and Child Vocabulary Outcomes. Topics in Early Childhood Special Education, 39(2), 103–116. https://doi.org/10.1177/0271121418812675
Mirani, R., Pratama, D., Hastuti, D. P., & Purnamasari, D. (2024). Pemanfaatan Aplikasi ELSA Speak dalam Peningkatan Kemampuan Pengucapan pada Siswa SMP di Kalideres. Jurnal Abdimas, 4(1), 44–49.
Nafiati, D. A. (2021). Revisi taksonomi Bloom: Kognitif, afektif, dan psikomotorik. Humanika, 21(2), 151–172. https://doi.org/10.21831/hum.v21i2.29252
Permata Sari, N., Raihana, E., & Nasution, R. (2024). Edukasi Penggunaan Memrise Dalam Meningkatkan Kemampuan Bahasa Inggris Pada Siswa Di SMK Bina Insan Siak Hulu Education On The Use Of Memrise In Improving Skills English In Students At SMK Bina Insan Siak Hulu. Jurnal Masyarakat Mengabdi Nusantara (JMMN), 3(1), 22–26. https://doi.org/10.58374/jmmn.v3i1.237
Rahadian, D., Rahayu, G., & Oktavia, R. R. (2019). Teknologi Pendidikan: Kajian Aplikasi Ruangguru Berdasarkan Prinsip dan Paradigma Interaksi Manusia dan Komputer. Jurnal Petik, 5(1), 11–24. https://doi.org/10.31980/jpetik.v5i1.489
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1). https://doi.org/10.1186/s40561-019-0098-x
Taufik, M., & Ilahi, L. K. (2024). Penggunaan Aplikasi Ultimate untuk Meningkatkan Kemampuan Grammar Bahasa Inggris The Use of Ultimate Application to Enhance Grammar Proficiency.
Thi, T., Huyen, T., Han, D. N., Thi, P., & Oanh, K. (2024). Enhancing English Vocabulary Retention Among High School Ethnic Minority Students Through Applying Space-Repetition Technique On Language Learning Platforms. 14(3), 13–18. https://doi.org/10.9790/7388-1403011318
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.