PENGEMBANGAN GAMIFIKASI BERBASIS VISUAL NOVEL "OPERASI HITUNG BILANGAN BULAT" KELAS IV MADRASAH IBTIDAIYAH NEGERI 13 JAKARTA

AYU SATHIA ANDIRA, . (2025) PENGEMBANGAN GAMIFIKASI BERBASIS VISUAL NOVEL "OPERASI HITUNG BILANGAN BULAT" KELAS IV MADRASAH IBTIDAIYAH NEGERI 13 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf

Download (751kB)
[img] Text
BAB 1.pdf

Download (327kB)
[img] Text
BAB 2.pdf
Restricted to Registered users only

Download (705kB) | Request a copy
[img] Text
BAB 3.pdf
Restricted to Registered users only

Download (402kB) | Request a copy
[img] Text
BAB 4.pdf
Restricted to Registered users only

Download (2MB) | Request a copy
[img] Text
BAB 5.pdf
Restricted to Registered users only

Download (186kB) | Request a copy
[img] Text
DAFTAR PUSTAKA.pdf

Download (197kB)
[img] Text
LAMPIRAN.pdf
Restricted to Registered users only

Download (3MB) | Request a copy

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran berupa gamifikasi berbasis visual novel “Froggy The Adventurer” pada Operasi Hitung Bilangan Bulat untuk siswa kelas IV Madrasah Ibtidaiyah Negeri 13 Jakarta. Model pengembangan yang digunakan adalah model pengembangan Rapid Prototyping oleh Tripp dan Bichelmeyer yang terdiri dari 5 tahapan yaitu Assess Needs and Analyze Content, Set Objectives, Construct Prototype, Utilize Prototype, dan Install & Maintain System. Responden yang terlibat dalam penelitian ini adalah ahli materi, ahli media, ahli desain pembelajaran dan siswa kelas IV Madrasah Ibtidaiyah Negeri 13 Jakarta sebagai pengguna. Adapun hasil dari penelitian pengembangan ini yang dilakukan dalam beberapa tahapan seperti review ahli materi, ahli media, dan ahli desain pembelajaran bertujuan untuk mengetahui kelayakan gamifikasi berbasis visual novel “Froggy The Adventurer” sebelum dilakukan uji coba. Setelah produk gamifikasi yang dikembangkan mendapatkan hasil layak dari expert review, selanjutnya uji coba dilakukan dalam 2 tahap, yang pertama tahap uji coba one to one dilakukan kepada 3 orang siswa kelas IV dengan karakteristik yang berbeda, kedua tahap uji coba small group dilakukan kepada 9 orang siswa kelas IV yang dibagi menjadi 3 kelompok. Adapun field test yang dilakukan guna mengukur kemampuan siswa terhadap materi yang telah disajikan dalam gamifikasi. Berdasarkan proses dan prosedur dalam mengembangkan produk multimedia pembelajaran, serta uji coba yang telah dilakukan, maka produk gamifikasi berbasis visual novel “Froggy The Adventurer” dinyatakan baik dan layak untuk digunakan sebagai media pendukung pembelajaran. ***** This development research aims to produce learning media products in the form of gamification based on the visual novel “Froggy The Adventurer” on Integer Counting Operations for grade IV students of Madrasah Ibtidaiyah Negeri 13 Jakarta. The development model used is the Rapid Prototyping development model by Tripp and Bichelmeyer which consists of 5 stages namely Assess Needs and Analyze Content, Set Objectives, Construct Prototype, Utilize Prototype, and Install & Maintain System. Respondents involved in this study were material experts, media experts, learning design experts and fourth grade students of Madrasah Ibtidaiyah Negeri 13 Jakarta as users. The results of this development research carried out in several stages such as material expert reviews, media experts, and learning design experts aim to determine the feasibility of gamification based on the visual novel “Froggy The Adventurer” before testing. After the gamification product developed gets feasible results from the expert review, then the trial is carried out in 2 stages, the first is the one to one trial stage conducted to 3 fourth grade students with different characteristics, the second is the small group trial stage conducted to 9 fourth grade students who are divided into 3 groups. The field test is conducted to measure students' ability to the material that has been presented in gamification. Based on the process and procedures in developing learning multimedia products, as well as the trials that have been carried out, the gamification product based on the visual novel “Froggy The Adventurer” is declared good and suitable for use as a learning support media.

Item Type: Thesis (Sarjana)
Additional Information: 1).Retno Widyaningrum, S.Kom., M.M.; 2).Diana Ariani, S.Pd., M.Pd.
Subjects: Pendidikan > Media Pembelajaran
Pendidikan > Aneka Ragam tentang Pendidikan
Divisions: FIP > S1 Teknologi Pendidikan
Depositing User: Users 26396 not found.
Date Deposited: 24 Feb 2025 03:42
Last Modified: 24 Feb 2025 03:42
URI: http://repository.unj.ac.id/id/eprint/53310

Actions (login required)

View Item View Item