PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI PADA MATA KULIAH RANGKAIAN LISTRIK I DI PROGRAM STUDI PENDIDIKAN TEKNIK ELEKTRONIKA UNIVERSITAS NEGERI JAKARTA

RANIA CHAIRUNISA, . (2023) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAMIFIKASI PADA MATA KULIAH RANGKAIAN LISTRIK I DI PROGRAM STUDI PENDIDIKAN TEKNIK ELEKTRONIKA UNIVERSITAS NEGERI JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran alternatif berbasis gamifikasi yang memanfaatkan fitur pada website Flippity.net untuk mata kuliah Rangkaian Listrik I di Prodi Pendidikan Teknik Elektronika Universitas Negeri Jakarta, serta mengetahui tingkat kelayakan media pembelajaran berbasis gamifikasi mata kuliah Rangkaian Listrik I. Metode yang digunakan dalam penelitian ini yaitu metode Research and Development dengan model pengembangan Hannafin and Peck. Produk akhir yang akan dihasilkan berupa website yang telah divalidasi oleh ahli desain instruksional, ahli materi, ahli media, serta telah diujicobakan kepada mahasiswa mata kuliah Rangkaian Listrik I di Prodi Pendidikan Teknik Elektronika UNJ. Hasil uji kelayakan oleh desain instruksional memperoleh presentase kelayakan sebesar 95%, uji kelayakan oleh ahli materi memperoleh presentase kelayakan sebesar 84,09%, uji kelayakan oleh ahli media memperoleh presentase kelayakan sebesar 91,67%. Penilaian oleh mahasiswa pada uji coba perorangan (one to one) memperoleh presentase rata-rata keseluruhan sebesar 79,17% dan pada uji coba kelompok kecil (small group) memperoleh presentase rata-rata keseluruhan sebesar 75,77%. Maka, dapat disimpulkan media pembelajaran berbasis gamifikasi secara keseluruhan sangat layak untuk digunakan oleh mahasiswa pada kegiatan pembelajaran. ***** This research was developed with a product in the form of a website that can be accessed by each student. The purpose of this research is to develop gamification-based alternative learning media that utilizes features on Flippity.net for the Rangkaian Listrik I subject at the Electronics Engineering Education Study Program, State University of Jakarta, and determine the feasibility level of gamification-based learning media for the Rangkaian Listrik I. The method used in this research is the Research and Development method with the Hannafin and Peck development model. The final product will be produced in the form of a website that has been validated by instructional design experts, material experts, media experts, and has been tested on students of the Rangkaian Listrik I subject at the UNJ Electronics Engineering Education Study Program. The results of the feasibility test by instructional design obtained a feasibility percentage of 95%, feasibility test by material experts obtained a feasibility percentage of 84,09%, feasibility test by media experts obtained a feasibility percentage of 91,67%. Assessment by students in individual trials (one to one) obtained an overall average percentage of 79,17% and in small group trials (small group) obtained an overall average percentage of 75,77%. So, it can be concluded that gamification-based learning media as a whole is very feasible to be used by students in learning activities.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Arum Setyowati, S.Pd, M.T ; 2). Dr. Baso Maruddani S.T., M.T.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FT > S1 Pendidikan Teknik Elektronika
Depositing User: Users 19433 not found.
Date Deposited: 05 Sep 2023 01:42
Last Modified: 05 Sep 2023 01:42
URI: http://repository.unj.ac.id/id/eprint/41233

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