EGGY FEBRIANTO, . (2025) PENGEMBANGAN GAMIFIKASI PADA KONSEP PEMBELAJARAN PEMBUATAN LAYOUT JALUR RANGKAIAN ELEKTRONIKA SECARA MANUAL. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Pembelajaran pada mata pelajaran Dasar-Dasar Teknik Elektronika di SMK Karya Bahana Mandiri 1 Bekasi masih menghadapi berbagai kendala, di antaranya keterbatasan fasilitas komputer, dominasi metode pembelajaran konvensional, serta rendahnya keterampilan praktik siswa. Kondisi ini menuntut adanya inovasi media pembelajaran yang tidak hanya informatif tetapi juga mampu meningkatkan motivasi belajar siswa. Berdasarkan permasalahan tersebut, penelitian ini dilakukan untuk merancang media pembelajaran berbasis gamifikasi sebagai alternatif solusi yang relevan. Penelitian ini menggunakan metode Research and development (R&D) dengan model pengembangan ADDIE yang dibatasi hanya sampai tahap design. Data penelitian diperoleh melalui wawancara dengan guru dan observasi fasilitas pembelajaran. Hasil analisis menunjukkan perlunya media pembelajaran yang dapat diakses melalui perangkat mobile serta dilengkapi dengan elemen gamifikasi seperti level dan poin. Rancangan media yang dihasilkan diharapkan mampu mendukung pembelajaran dasar-dasar teknik elektronika dan menjadi dasar bagi penelitian lanjutan pada tahap pengembangan. ***** Learning in the Basic Electronics subject at SMK Karya Bahana Mandiri 1 Bekasi still faces several challenges, including limited computer facilities, reliance on conventional teaching methods, and low levels of students’ practical skills. These conditions highlight the need for innovative learning media that not only provide information but also increase students’ motivation to learn. Based on these problems, this study was conducted to design gamification-based learning media as a relevant alternative solution. This research employed the Research and development (R&D) method using the ADDIE development model, limited to the design phase. Data were obtained through teacher interviews and observation of learning facilities. The analysis revealed the need for learning media that can be accessed via mobile devices and equipped with gamification elements such as levels and points. The resulting media design is expected to support the learning of basic electronics and serve as a foundation for future development research.
Item Type: | Thesis (Sarjana) |
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Additional Information: | 1). Dr. Wisnu Djatmiko, M.T. ; 2). Dr. Arum Setyowati, M.T. |
Subjects: | Teknologi dan Ilmu Terapan > Teknik Elektronika |
Divisions: | FT > S1 Pendidikan Teknik Elektronika |
Depositing User: | Users 30709 not found. |
Date Deposited: | 14 Aug 2025 06:27 |
Last Modified: | 14 Aug 2025 06:27 |
URI: | http://repository.unj.ac.id/id/eprint/61085 |
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