WINDU WULANDARI, . (2025) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI PADA MATA KULIAH MACHINE LEARNING MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) LUTHER-SUTOPO (Studi Kasus Program Studi PTIK dan STI UNJ). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini berawal dari kesulitan mahasiswa dalam memahami mata kuliah machine learning terutama pada materi reinforcement learning yang bersifat kompleks dan matematis. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis game edukasi yang memuat konsep reinforcement learning menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) versi Luther-Sutopo yang terdiri dari enam tahapan, yaitu concept, design, material collecting, assembly, dan distribution. Data dikumpulkan melalui kuisioner survei awal, wawancara, uji blackbox, validasi ahli materi dan ahli media, serta evaluasi pengguna dengan instrumen SUS. Penelitian ini menghasilkan aplikasi game Lab Belajar Cleo untuk platform Android yang terdiri dari tiga level. Hasil pengujian blackbox menunjukkan aplikasi berjalan 100% sesuai dengan fungsinya. Hasil pengujian ahli materi menunjukkan hasil “Sangat Layak” (86,67%), pengujian ahli media menunjukkan hasil “Sangat Layak” (95,2%), dan evaluasi SUS menghasilkan skor 72,27 yang termasuk pada kategori “Good” pada aspek adjective, “C” pada kategori Grade Scale, dan “Acceptable” pada aspek acceptability. Kesimpulannya, produk aplikasi game Lab Belajar Cleo siap didistribusikan dan layak digunakan sebagai alternatif media pembelajaran.***** This research originated from students difficulties in understanding the machine learning course, especially the reinforcement learning topic, which was complex and mathematical. The study aimed to develop a game-based educational learning medium containing reinforcement learning concepts using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consisted of six stages: concept, design, material collecting, assembly, testing, and distribution. Data were collected through an initial survey questionnaire, interviews, blackbox testing, validation from subject and media experts, and user evaluations using the System Usability Scale (SUS) instrument. This research produced the Android-based game application called “Lab Belajar Cleo,” which contained three levels. Blackbox testing showed the application functioned 100% as intended. Expert assessments yielded scores of 86,67% (subject experts) and 95,2% (media experts), both in the “Highly Feasible” category. The SUS evaluation resulted in a score of 72,27, categorized as “Good” on the adjective ratings, Grade C on the grade scale, and “Acceptable” on the acceptability aspect. In conclusion, the “Lab Belajar Cleo” application was ready for distribution and considered suitable as an alternative medium for reinforcement learning.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Irma Permata Sari, M.Eng. ; 2). Murien Nugraheni, S.T., M.Cs. |
Subjects: | Pendidikan > Media Pembelajaran Teknologi dan Ilmu Terapan > Teknik Komputer |
Divisions: | FT > S1 Pendidikan Teknik Informatika Komputer |
Depositing User: | Windu Wulandari . |
Date Deposited: | 31 Jul 2025 02:47 |
Last Modified: | 31 Jul 2025 02:47 |
URI: | http://repository.unj.ac.id/id/eprint/57069 |
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