PENGEMBANGAN GAMIFIKASI "PELESIR KELILING DUNIA" MATA PELAJARAN IPAS UNTUK MURID KELAS VI SD

AMELIA FAZRINA, . (2026) PENGEMBANGAN GAMIFIKASI "PELESIR KELILING DUNIA" MATA PELAJARAN IPAS UNTUK MURID KELAS VI SD. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Hasil analisis kebutuhan menunjukkan perlunya pengembangan multimedia pembelajaran interaktif berbasis gamifikasi pada materi Pelesir Keliling Dunia untuk murid kelas VI SDN Beji Timur 1. Penelitian pengembangan ini bertujuan menghasilkan multimedia pembelajaran interaktif berbasis gamifikasi Pelesir Keliling Dunia sebagai media pendukung pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS). Pengembangan ini menggunakan model Hannafin dan Peck yang meliputi tiga tahap, yaitu (1) analisis kebutuhan, (2) desain, serta (3) pengembangan dan implementasi, dengan evaluasi dan revisi pada setiap tahapannya. Produk yang dihasilkan memuat tiga materi, yaitu pembagian wilayah di enam benua dan persebaran negara di dunia, perbedaan kondisi geografis negara-negara di dunia, serta pemanfaatan kondisi geografis berbagai negara dan potensi wilayah Indonesia. Evaluasi formatif dilakukan melalui expert review yang melibatkan ahli materi, ahli desain pembelajaran, dan ahli media, serta uji pengguna yang meliputi one-to-one evaluation dengan tiga murid dan small group evaluation dengan delapan murid. Hasil evaluasi digunakan sebagai dasar penyempurnaan produk pada setiap tahap pengembangan. Hasil penelitian menunjukkan bahwa multimedia pembelajaran interaktif berbasis gamifikasi Pelesir Keliling Dunia telah melalui proses revisi dan penyempurnaan sehingga layak digunakan sebagai media pendukung pembelajaran IPAS pada materi Pelesir Keliling Dunia bagi murid kelas VI SDN Beji Timur 1. Kata kunci: gamifikasi, multimedia **** The results of the needs analysis indicated the necessity of developing gamification-based interactive learning multimedia for the Journey Around the World topic for sixth-grade students at SDN Beji Timur 1. This development study aimed to produce gamification-based interactive learning multimedia entitled Journey Around the World as a supporting learning medium for Natural and Social Sciences (IPAS). This study employed the Hannafin and Peck development model, which consists of three stages: (1) needs analysis, (2) design, and (3) development and implementation, with evaluation and revision carried out at each stage. The resulting product covers three learning topics: the division of the world's six continents and the distribution of countries, differences in the geographical conditions of countries around the world, and the utilization of geographical conditions in various countries as well as Indonesia's regional potential. Formative evaluation was conducted through expert reviews involving a subject matter expert, an instructional design expert, and a media expert, as well as user evaluations consisting of a one-to-one evaluation with three students and a small group evaluation with eight students. The evaluation results served as the basis for product refinement at each stage of the development process. The findings indicate that the gamification-based interactive learning multimedia Journey Around the World underwent revisions and refinements throughout the development process and is therefore suitable for use as a supporting learning medium for Natural and Social Sciences (IPAS) instruction on the Journey Around the World topic for sixth-grade students at SDN Beji Timur 1. Keywords: gamification, interactive learning multimedia, Natural and Social Sciences (IPAS), Hannafin and Peck, elementary school.

Item Type: Thesis (Sarjana)
Additional Information: 1). Prof. Dr. Robinson Situmorang, M.Pd ; 2). Dr. Mita Septiani, M.Pd.
Subjects: Pendidikan > Media Pembelajaran
Divisions: FIP > S1 Teknologi Pendidikan
Depositing User: Amelia Fazrina .
Date Deposited: 21 Aug 2026 01:24
Last Modified: 21 Aug 2026 01:24
URI: http://repository.unj.ac.id/id/eprint/72690

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