PENGEMBANGAN MEDIA PEMBELAJARAN BERBENTUK VISUAL NOVEL DALAM MATA PELAJARAN PRODUKTIF DKV KELAS XI DI SMKN 6 JAKARTA DENGAN MODEL FOUR-D

NAUFAL RAFI SHAFGHANI, . (2026) PENGEMBANGAN MEDIA PEMBELAJARAN BERBENTUK VISUAL NOVEL DALAM MATA PELAJARAN PRODUKTIF DKV KELAS XI DI SMKN 6 JAKARTA DENGAN MODEL FOUR-D. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf

Download (727kB)
[img] Text
BAB 1.pdf

Download (319kB)
[img] Text
BAB 2.pdf
Restricted to Registered users only

Download (712kB) | Request a copy
[img] Text
BAB 3.pdf
Restricted to Registered users only

Download (853kB) | Request a copy
[img] Text
BAB 4.pdf
Restricted to Registered users only

Download (1MB) | Request a copy
[img] Text
BAB 5.pdf
Restricted to Registered users only

Download (197kB) | Request a copy
[img] Text
DAFTAR PUSTAKA.pdf

Download (148kB)
[img] Text
LAMPIRAN.pdf
Restricted to Registered users only

Download (1MB) | Request a copy

Abstract

Penelitian ini dilatarbelakangi oleh keterbatasan media pembelajaran konvensional seperti PowerPoint yang kurang interaktif dan menarik, sehingga siswa kelas XI jurusan Desain Komunikasi Visual (DKV) di SMKN 6 Jakarta kesulitan memahami materi produktif seperti desain grafis, branding, elemen visual, desain publikasi, komputer grafis, serta design brief berdasarkan Kurikulum Merdeka fase F. Tujuan penelitian adalah mengembangkan dan menguji kelayakan media pembelajaran interaktif berbentuk visual novel menggunakan model Four-D (Define, Design, Develop, Disseminate) dari Thiagarajan et al. (1974). Metode yang digunakan adalah Research and Development (R&D) dengan tahap pendefinisian (analisis kebutuhan siswa, kurikulum, dan tugas pembelajaran DKV), perancangan (storyboard naratif visual, aset gambar anime-style, audio dialog, dan cabang pilihan interaktif menggunakan powerpoint morph transition), pengembangan (produksi prototipe serta validasi oleh 2 ahli materi DKV dan ahli media), serta penyebaran terbatas (uji coba pada sampel 28 siswa kelas XI DKV yang dihitung menggunakan rumus Slovin dari populasi total siswa jurusan DKV dengan instrumen angket respon dan System Usability Scale). Hasil penelitian menunjukkan tingkat validitas tinggi dengan skor ahli materi 100% (sangat layak) dan ahli media 76% (layak), serta respon siswa positif dengan skor SUS 75,4 (grade B). Kesimpulan penelitian menyatakan bahwa media visual novel berbasis PowerPoint layak digunakan sebagai alternatif media pembelajaran untuk meningkatkan keterlibatan dan pemahaman siswa pada mata pelajaran produktif DKV. Kata Kunci: media pembelajaran; powerpoint; rumus slovin; visual novel ***** This research is motivated by the limitations of conventional learning media such as PowerPoint, which lacks interactivity and appeal, causing Grade XI students in the Visual Communication Design (DKV) department at SMKN 6 Jakarta to struggle in understanding productive materials including graphic design, branding, visual elements, publication design, computer graphics, and design briefs based on the Independent Curriculum phase F. The objective is to develop and assess the feasibility of interactive learning media in the form of a visual novel using the Four D model (Define, Design, Develop, Disseminate) by Thiagarajan et al. (1974). The method employed is Research and Development (R&D) with stages of definition (analysis of student needs, curriculum, and DKV learning tasks), design (visual narrative storyboard, anime-style image assets, dialog audio, and interactive branching using PowerPoint morph transition), development (prototype production and validation by 2 DKV content experts and media experts), and limited dissemination (trials on a sample of 28 Grade XI DKV students calculated using Slovin's formula from the total DKV student population, with response questionnaires and System Usability Scale instruments). The results indicate high validity with content expert score of 100% (very feasible) and media expert score of 76% (feasible), along with positive student responses yielding a SUS score of 75.4 (grade B). The conclusion states that the PowerPoint-based visual novel media is feasible as an alternative learning medium to enhance student engagement and understanding in productive DKV subjects.

Item Type: Thesis (Sarjana)
Additional Information: 1). Muchammad Ficky Duskarnaen, M.Sc.; 2). Via Tuhammah Fauziastuti, S.Si., M.Ed.
Subjects: Teknologi dan Ilmu Terapan > Teknik Komputer
Divisions: FT > S1 Pendidikan Teknik Informatika Komputer
Depositing User: Users 32554 not found.
Date Deposited: 29 Jan 2026 06:20
Last Modified: 29 Jan 2026 06:20
URI: http://repository.unj.ac.id/id/eprint/63958

Actions (login required)

View Item View Item