Implementasi Gamifikasi Untuk Meningkatkan Keterampilan Bahasa Sunda Melalui Aplikasi Android dengan Extreme Programming
DOI:
https://doi.org/10.47065/jimat.v5i3.671Keywords:
Sundanese; Gamification; Android; Digital Learning; Extreme ProgrammingAbstract
Sundanese is one of the local languages taught at the elementary school level in West Java. Unfortunately, students’ enthusiasm and ability especially in understanding undak-usuk basa or speech level variations in Sundanese remain relatively low. This issue is generally caused by the lack of interactive teaching approaches and the absence of digital media that allow students to learn independently outside school hours. This condition poses a threat to the preservation of local languages among the younger generation. To address this problem, this study developed an Android-based Sundanese learning application using a gamification approach and the Extreme Programming (XP) method, with the goal of increasing students’ interest and understanding of undak-usuk basa independently. The development process involved five main stages: Planning, Design, Coding, Testing, and Release. Key features of the application include interactive quizzes, a coin-based point system, level progression, rewards, traditional Sundanese music, and a user interface designed to suit children. The application was developed using Android Studio with Kotlin and utilized Firebase Realtime Database for storage. To evaluate its effectiveness, pre-tests and post-tests were conducted on third-grade elementary students. The results showed an increase in the average score from 34 to 88 after using the application. These findings indicate that implementing gamification in an educational app based on the XP method can significantly enhance students’ interest and competence in learning the Sundanese language.
Downloads
References
E. S. N. Sumarlina and R. S. M. Permana, “Problematika Tingkatan Bahasa dan Stratifikasi Sosial dalam Penggunaan Undak-Usuk Bahasa Sunda,” Kabuyutan: Jurnal Kajian Ilmu Sosial dan Humaniora Berbasis Kearifan Lokal, vol. 3, no. 3, Nov. 2024.
A. I. Warnilah, M. W. Pertiwi, A. Ramanda, Ratningsih, Y. Apriyani, and M. Kusmira, “Aplikasi Sunda Dictionary (Sundaku) sebagai Media Pembelajaran untuk Mempertahankan Budaya,” Jurnal Review Pendidikan dan Pengajaran, vol. 6, no. 4, Dec. 2023.
R. Ramli and R. T. Prasetio, “Game Edukasi 2D Pengenalan Bahasa Sunda Untuk Anak SD Berbasis Web (Studi Kasus?: SDN Cikancung 04),” E-PROSIDING TEKNIK INFORMATIK, vol. 5, no. 2, Nov. 2024.
N. Komalasari, E. W. Hidayat, and A. P. Aldya, “Aplikasi pengenalan bahasa Sunda berbasis multimedia dengan konsep V.I.S.U.A.L.S,” Jurnal Nasional Pendidikan Teknik Informatika?: JANAPATI, vol. 9, no. 1, Mar. 2020.
A. N. Rachmawati and T. Hariri, “Pronomina Persona Bahasa Sunda,” JIIP (Jurnal Ilmiah Ilmu Pendidikan), vol. 6, no. 2, Nov. 2023, [Online]. Available: http://Jiip.stkipyapisdompu.ac.id
R. Fadila and Z. H. Ramadan, “Peran Orang Tua Terhadap Anak di Masa Pandemi Covid-19 Untuk Meningkatkan Hasil Belajar,” Aulad: Journal on Early Childhood, vol. 5, no. 1, pp. 1–8, Jan. 2022, doi: 10.31004/aulad.v5i1.256.
R. Widyanda, “Perancangan informasi aksara Sunda baku melalui aplikasi berbasis Android,” UNIVERSITAS KOMPUTER INDONESIA, BANDUNG, 2020.
Srimuliyani, “Menggunakan Teknik Gamifikasi untuk Meningkatkan Pembelajaran dan Keterlibatan Siswa di Kelas,” EDUCARE: Jurnal Pendidikan dan Kesehatan, 2023.
Muh. S. Nooviar, “Studi Komparatif antara Metode Pembelajaran Konvensional dan E-Learning pada Pendidikan Tinggi,” EDUKATIF?: JURNAL ILMU PENDIDIKAN, vol. 6, no. 4, pp. 3346–3355, Jul. 2024, doi: 10.31004/edukatif.v6i4.7310.
D. L. Rahmah and E. Juhriah, “Aplikasi Mengenal Bahasa Sunda Berbasis Android Dalam Dunia Pendidikan,” Jurnal Education, vol. 7, no. 4, pp. 2136–2145, Dec. 2021, doi: 10.31949/educatio.v7i4.1605.
A. Habibah, D. N. Sholihaningtias, and N. K. Pratiwi, “Aplikasi Media Pembelajaran Aksara Sunda Berbasis Android,” STRING (Satuan Tulisan Riset dan Inovasi Teknologi), vol. 4, no. 3, Apr. 2020.
F. Marisa, T. M. Akhriza, A. L. Maukar, A. R. Wardhani, S. W. Iriananda, and M. Andarwati, “Gamifikasi (Gamification) Konsep dan Penerapan,” JOINTECS (Journal of Information Technology and Computer Science), vol. 5, no. 3, Sep. 2020.
L. D. Putra, F. N. Hidayat, I. N. Izzati, and M. A. Ramadhan, “Penerapan Gamifikasi untuk Meningkatkan Motivasi dan Kolaborasi pada Siswa Sekolah Dasar,” Alacrity?: Journal Of Education, vol. 4, no. 3, pp. 2775–4138, Oct. 2024.
F. R. T. Nugraha and R. K. Hapsari, “Rancang Bangun E-Learning Platform Menggunakan Metode Extreme Programming,” Seminar Nasional Sains dan Teknologi Terapan, 2022.
Y. Rifa’i, “Analisis Metodologi Penelitian Kulitatif dalam Pengumpulan Data di Penelitian Ilmiah pada Penyusunan Mini Riset,” Jurnal Ilmu Sosial dan Humaniora, vol. 1, no. 1, pp. 31–37, Jul. 2023, [Online]. Available: https://glorespublication.org/index.php/ekodestinasi
A. A. Mutezar and U. Salamah, “Pengembangan Sistem Manajemen Event Pameran Karya Mahasiswa Menggunakan Metode Extreme Programming,” Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), vol. 5, no. 4, pp. 809–819, Aug. 2021, doi: 10.29207/resti.v5i4.3249.
S. Wijayanto, R. A. Putra, Darmansah, A. W. Aranski, and S. Astiti, Analisa Perancangan Sistem Informasi. Jambi: PT. Sonpedia Publishing Indonesia, 2024.
O. Fenardi and F. S. Lee, “Aplikasi Akademik Berbasis Website Menggunakan Metode Extreme Programming Pada SMAN1 Belinyu,” Jurnal Teknologi Dan Sistem Informasi Bisnis, vol. 5, no. 4, pp. 440–447, Oct. 2023, doi: 10.47233/jteksis.v5i4.843.
M. S. Akbar, I. Nuryasin, and D. R. Chandranegara, “Implementasi Metode Personal Extreme Programming Dalam Perancangan Aplikasi Pemesanan Ruang Rapat Berbasis Android Diskominfo Jawa Timur,” Jurnal Teknologi Informasi, Komputer dan Aplikasinya (JTIKA), vol. 6, no. 1, Mar. 2024, [Online]. Available: http://jtika.if.unram.ac.id/index.php/JTIKA/
Y. Rustandi, Kajian Bahasa dan Budaya Sunda. Kota Gorontalo: Ideas Publishing, 2022.
A. Putri, R. N. Rambe, I. Nuraini, Lilis, P. R. Lubis, and R. Wirdayani, “Upaya Peningkatan Keterampilan Membaca Di Kelas Tinggi,” Jurnal Pendidikan dan Sastra Inggris, vol. 3, no. 2, pp. 51–62, Jun. 2023, doi: 10.55606/jupensi.v3i2.1984.
Bila bermanfaat silahkan share artikel ini
Berikan Komentar Anda terhadap artikel Implementasi Gamifikasi Untuk Meningkatkan Keterampilan Bahasa Sunda Melalui Aplikasi Android dengan Extreme Programming
ARTICLE HISTORY
Issue
Section
Copyright (c) 2025 Prajoko, M Herdi Al-Fachri, Asep Budiman Kusdinar

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).