PENGEMBANGAN GAME VISUAL NOVEL BERBASIS GAMIFIKASI PADA PEMBELAJARAN PPKN KELAS IV SEKOLAH DASAR

LIBNA NABILAH, . (2023) PENGEMBANGAN GAME VISUAL NOVEL BERBASIS GAMIFIKASI PADA PEMBELAJARAN PPKN KELAS IV SEKOLAH DASAR. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian dan pengembangan ini bertujuan untuk mengembangkan serta mengetahui kelayakan dari sebuah produk berupa game visual novel berbasis gamifikasi pada pembelajaran PPKn kelas IV sekolah dasar. Penelitian ini menggunakan metode Research and Development (R&D) dengan prosedur tahap pengembangan ADDIE. Penelitian ini melibatkan 30 peserta didik kelas IV SDN Perigi 01. Data diperoleh dari observasi, wawancara, serta angket ahli dan angket respon peserta didik. Analisis data deskriptif digunakan untuk mengukur keberhasilan pengembangan. Rata – rata hasil validasi ahli sebesar 95% dengan kriteria sangat layak menyatakan bahwa game visual novel berbasis gamifikasi sangat layak untuk diuji coba kepada peserta didik. Para peserta didik dibagi ke dalam 3 tahap uji coba, dan hasil rekapitulasi angket respon peserta didik menunjukkan hasil presentase sebesar 97% dengan kriteria sangat layak untuk dipergunakan dalam pembelajaran PPKn kelas IV sekolah dasar. Berdasarkan hasil analisis data, bahwasannya pengembangan game ***** visual novel berbasis gamifikasi berhasil dan sangat layak sebagai media pembelajaran PPKn kelas IV sekolah dasar. This research and development aims to develop and determine the feasibility of a product in the form of a gamification-based visual novel game for Civics learning class IV elementary school. This study used the Research and Development (R&D) method with the ADDIE development stage procedure. This study involved 30 fourth grade students at SDN Perigi 01. The data were obtained from observation, interviews, expert questionnaires and student response questionnaires. Descriptive data analysis is used to measure development success. The average expert validation results are 95% with very feasible criteria stating that gamification-based visual novel games are very feasible to be tested on students. The students were divided into 3 trial stages, and the results of the student response questionnaire recapitulation showed a percentage result of 97% with very feasible criteria for use in learning PPKn class IV elementary school. Based on the results of data analysis, it is clear that the development of a gamification-based visual novel game is successful and very feasible as a learning media for Civic Education in grade IV elementary schools.

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Otib Satibi Hidayat, M.Pd; 2). Yustia Suntari, S.Pd., M.Pd
Subjects: Pendidikan > Pendidikan
Pendidikan > Media Pembelajaran
Pendidikan > Pendidikan > Pendidikan Anak
Divisions: FIP > S1 Pendidikan Guru Sekolah Dasar
Depositing User: Users 20538 not found.
Date Deposited: 11 Sep 2023 23:31
Last Modified: 11 Sep 2023 23:31
URI: http://repository.unj.ac.id/id/eprint/42150

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