VIENDA MICCELA SELDRY, . (2026) PENGEMBANGAN E-BOOK BERBASIS STEAM PADA MATA PELAJARAN “PENGEMBANGAN GIM FASE-F KELAS XI” DI SMK PERGURUAN CIKINI. Magister thesis, UNIVERSITAS NEGERI JAKARTA.
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1. COVER TESIS_ViendaMiccelaSeldry_1512823005.pdf Download (2MB) |
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2. BAB I TESIS_ViendaMiccelaSeldry_1512823005.pdf Download (646kB) |
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7. DAFTAR PUSTAKA TESIS_ViendaMiccelaSeldry_1512823005.pdf Download (399kB) |
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8. LAMPIRAN TESIS_ViendaMiccelaSeldry_1512823005.pdf Restricted to Registered users only Download (3MB) | Request a copy |
Abstract
Penelitian ini bertujuan untuk mengembangkan serta menguji kelayakan dan efektivitas ebook berbasis STEAM pada mata pelajaran Pengembangan Gim Fase F kelas XI di SMK Perguruan Cikini. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa e-book digital interaktif yang memuat materi pembelajaran terstruktur, aktivitas berbasis STEAM, kuis interaktif, video pembelajaran, proyek, serta evaluasi hasil belajar. Uji kelayakan dilakukan melalui validasi ahli materi, ahli media, dan ahli bahasa, serta uji coba pengguna yang meliputi uji perorangan, uji kelompok kecil, dan uji coba lapangan, dengan hasil menunjukkan kategori sangat layak. Uji efektivitas menggunakan desain one group pretest–posttest terhadap 35 peserta didik dan dianalisis menggunakan uji-t berpasangan setelah memenuhi uji prasyarat normalitas melalui uji Shapiro–Wilk. Hasil penelitian menunjukkan peningkatan hasil belajar yang signifikan dengan rata-rata selisih nilai sebesar 33,66 poin dan nilai signifikansi 0,000 (Sig. < 0,05). Selain itu, respon peserta didik terhadap penggunaan e-book berada pada kategori sangat kuat. Dengan demikian, e-book berbasis STEAM yang dikembangkan dinyatakan layak dan efektif digunakan sebagai media pembelajaran pada mata pelajaran Pengembangan Gim di SMK. ***** This study aims to develop and examine the feasibility and effectiveness of a STEAM-based e-book for the Game Development subject in Phase F Grade XI at SMK Perguruan Cikini. The research method employed was Research and Development (R&D) using the ADDIE development model, which consists of the stages of analysis, design, development, implementation, and evaluation. The developed product is an interactive digital e-book containing structured learning materials, STEAM-based activities, interactive quizzes, instructional videos, projects, and learning outcome evaluations. Feasibility testing was conducted through validation by subject matter experts, media experts, and language experts, as well as user trials consisting of one-to-one trials, small group trials, and field trials, with the results indicating a very feasible category. Effectiveness testing used a onegroup pretest–posttest design involving 35 students and was analyzed using a paired sample t-test after meeting the normality prerequisite through the Shapiro–Wilk test. The results showed a significant improvement in learning outcomes, with an average score difference of 33.66 points and a significance value of 0.000 (Sig. < 0.05). In addition, students’ responses to the use of the e-book were categorized as very strong. Therefore, the developed STEAM-based e-book is considered feasible and effective for use as a learning medium in the Game Development subject at vocational high schools.
| Item Type: | Thesis (Magister) |
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| Additional Information: | 1). Dr. Wisnu Djatmiko, M.T.; 2). Prof. Dr. Constantinus Rudy Prihantoro, M.Pd. |
| Subjects: | Pendidikan > Pendidikan Kejuruan dan Sekolah Kejuruan Pendidikan > Media Pembelajaran Teknologi dan Ilmu Terapan > Teknik Komputer |
| Divisions: | FT > S2 Pendidikan Teknologi dan Kejuruan |
| Depositing User: | Users 32399 not found. |
| Date Deposited: | 03 Feb 2026 01:10 |
| Last Modified: | 03 Feb 2026 01:10 |
| URI: | http://repository.unj.ac.id/id/eprint/64137 |
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