PENGEMBANGAN MEDIA PEMBELAJARAN SOSIOLOGI BERBASIS APLIKASI WAYGROUND PADA MATERI RAGAM GEJALA SOSIAL DI SMA ISLAM AZ ZULFA KOTA TANGERANG

AURELLYA YUNUS, . (2026) PENGEMBANGAN MEDIA PEMBELAJARAN SOSIOLOGI BERBASIS APLIKASI WAYGROUND PADA MATERI RAGAM GEJALA SOSIAL DI SMA ISLAM AZ ZULFA KOTA TANGERANG. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan peserta didik dalam pembelajaran sosiologi, khususnya pada materi ragam gejala sosial yang masih didominasi oleh metode pembelajaran konvensional. Pembelajaran dengan karakteristik sekolah dan peserta didik yang dilatar belakangi oleh sekolah boarding school dimana proses pembelajaran dinilai kurang mampu menyesuaikan karakteristik peserta didik di era digital. Kondisi tersebut menyebabkan proses pembelajaran kurang interaktif dan pemahaman konsep peserta didik belum optimal. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis gamifikasi menggunakan aplikasi Wayground. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Teknik pengumpulan data dilakukan melalui observasi, angket, dan dokumentasi. Subjek penelitian adalah peserta didik kelas X di SMA Islam Az Zulfa Kota Tangerang yang berlangsung pada bulan Desember 2025 hingga Mei 2026 Hasil penelitian menunjukkan bahwa media yang dikembangkan dinilai sangat layak berdasarkan hasil validasi oleh ahli materi, ahli media, dan ahli strategi pembelajaran. Hal ini dilihat pada beberapa aspek yang berbeda terutama pada aspek interaktivitas, kemudahan penggunaan, serta peningkatan motivasi dan pemahaman terhadap materi ragam gejala sosial. Temuan ini menunjukkan bahwa media yang dikembangkan efektif dalam mendukung proses pembelajaran yang lebih interaktif dan kontekstual namun masih harus dilakukan uji lebih lanjut untuk diimplementasikan untuk kemudian dievaluasi kelayakannya. ***** This research was motivated by the low level of student engagement in Sociology learning, particularly on the topic of varieties of social phenomena, which remains dominated by conventional teaching methods. Learning conditions shaped by the characteristics of the school and its students—situated within a boarding school (pesantren) context—were considered inadequate in accommodating the characteristics of learners in the digital era. This condition resulted in a less interactive learning process and suboptimal conceptual understanding among students. This research aims to develop gamification-based learning media using the Wayground application. The method employed was Research and Development (R&D) with the ADDIE development model, encompassing the stages of Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques included observation, questionnaires, and documentation. The research subjects were tenth-grade students at SMA Islam Az Zulfa, Tangerang City, and the study was conducted from December 2025 to May 2026. The results indicate that the developed media was assessed as highly feasible based on validation by material experts, media experts, and learning strategy experts. This was evident across several aspects, particularly interactivity, ease of use, and the enhancement of motivation and understanding of the material on varieties of social phenomena. These findings suggest that the developed media is effective in supporting a more interactive and contextual learning process; however, further testing is still required prior to implementation and subsequent evaluation of its feasibility.

Item Type: Thesis (Sarjana)
Additional Information: 1). Ike Arriany., S.E., M.Pd; 2). Devi Septiandini., M.Pd.
Subjects: Ilmu Sosial > Sosiologi
Pendidikan > Media Pembelajaran
Divisions: FIS > S1 Pendidikan Sosiologi
Depositing User: Aurellya Yunus .
Date Deposited: 04 Aug 2026 01:21
Last Modified: 04 Aug 2026 01:21
URI: http://repository.unj.ac.id/id/eprint/68331

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