PERANCANGAN GAME EDUKASI STASLE BISINDO DENGAN MENGGUNAKAN METODE FOUR-D

DHIYA NASWA AURA, . (2025) PERANCANGAN GAME EDUKASI STASLE BISINDO DENGAN MENGGUNAKAN METODE FOUR-D. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah media pembelajaran inklusif yang interaktif dalam bentuk game edukasi bernama STASLE Game, dengan menggunakan pendekatan metode Four-D (Define, Design, Develop, Disseminate). Produk dikembangkan dalam bentuk mobile dengan fitur seperti video perkenalan BISINDO, kuis, dan ilustrasi isyarat tangan. Game ini dirancang sebagai media pembelajaran mandiri bagi peserta yang mengikuti kelas STASLE untuk mempelajari dasar-dasar BISINDO, yang mencakup materi Budaya Tuli, alfabet BISINDO, angka BISINDO, dan kosa kata dasar perkenalan dalam BISINDO. Proses pengembangan dilakukan dengan pengujian fungsionalitas menggunakan metode Blackbox Testing yang menyatakan bahwa seluruh fitur berjalan sesuai perancangan. Selain itu, uji validasi melibatkan satu ahli materi dan dua ahli media. Hasil validasi ahli materi menunjukkan persentase kelayakan sebesar 100%, sedangkan dari ahli media sebesar 89,5%. Uji coba kepada 20 responden menunjukkan rata-rata persentase sebesar 95,5% dalam kategori “Sangat Layak”. Dengan demikian, dapat disimpulkan bahwa game edukasi STASLE BISINDO sangat layak digunakan sebagai media pembelajaran interaktif untuk mengenalkan dasar BISINDO kepada peserta pada kelas STASLE. ***** This study aims to develop an inclusive and interactive learning media in the form of an educational game called STASLE Game, using the Four-D method (Define, Design, Develop, Disseminate). The product was developed as a mobile application featuring BISINDO introductory videos, quizzes, and hand sign illustrations. This game is designed as a self-learning tool for participants of the STASLE class to study the basics of BISINDO, including Deaf culture, alphabet, numbers, and basic vocabulary for self-introduction in BISINDO. The development process involved functionality testing using the Blackbox Testing method, which showed that all features worked as designed. Additionally, the validation process involved one subject matter expert and two media experts. The subject matter expert gave a feasibility score of 100%, while the media experts gave a score of 89.5%. A user trial involving 20 respondents resulted in an average feasibility score of 95.5%, categorized as "Highly Feasible." Therefore, it can be concluded that the STASLE BISINDO educational game is highly feasible to be used as an interactive learning media for introducing the basics of BISINDO to participants of future STASLE classes.

Item Type: Thesis (Sarjana)
Additional Information: 1). Ressy Dwitias Sari, S.T., M.T.I. ; 2). ZE. Ferdi Fauzan Putra, S.Pd., M.Pd.T.
Subjects: Teknologi dan Ilmu Terapan > Teknik Komputer
Divisions: FT > S1 Pendidikan Teknik Informatika Komputer
Depositing User: Users 28264 not found.
Date Deposited: 04 Aug 2025 05:59
Last Modified: 04 Aug 2025 05:59
URI: http://repository.unj.ac.id/id/eprint/57512

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