AULAWIA HIDAYATI, . (2026) DEVELOPMENT OF A DEEP LEARNING-BASED "TRUTH R DARE" DIGITAL GAME AS A MORAL VALUE REFLECTION TOOL FOR ETHICS MATERIAL IN GRADE X AT SMAN 61 JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Character education at SMA Negeri 61 Jakarta remains suboptimal, as evidenced by persistent cheating during examinations and a lack of awareness regarding responsibility in completing assignments. A deep learning-based curriculum approach is expected to address this moral value degradation, particularly in fostering honesty and responsibility. A deep learning-based curriculum approach is proposed to address these challenges. This research and development (R&D) using the ADDIE model (analysis, design, development, implementation, evaluation). Study aims to develop digital Truth or Dare game media grounded in deep learning to facilitate moral value reflection. Conducted in grade X-3 at SMA Negeri 61 Jakarta during the odd semester of July 2025, the media's feasibility was validated by experts and student responses. Expert validation yielded a 92.48% score, categorized as highly valid. Field testing with grade X-3 students (n=22) achieved 92.97% positive response, deemed excellent. Thus, the deep learning-based digital Truth or Dare game media is deemed highly suitable for moral value reflection in ethics material for Grade X at SMA Negeri 61 Jakarta. ***** Pendidikan karakter di SMA Negeri 61 Jakarta masih belum maksimal, masih ditemukannya kecurangan dalam ujian dan kurangnya kesadaran akan tanggung jawab dalam mengerjakan tugas, Pendekatan kurikulum berbasis Deep Learning diharapkan dapat mengatasi masalah dekadansi nilai moral khususnya nilai kejujuran dan tanggung jawab. Penelitian ini adalah penelitian Research and Development (RnD) dengan model ADDIE. Penelitian ini bertujuan untuk mengembangkan media permainan digital truth or dare berbasis deep learning sebagai sarana refleksi nilai moral. Penelitian ini dilaksanakan di SMA Negeri 61 Jakarta kelas X-3 pada bulan Juli semester ganjil 2025. Kelayakan media permainan digital dibuktikan dengan validasi ahli dan respon murid. Hasil validasi ahli dinyatakan layak dengan total akhir presentase sebesar 92,48% dengan kategori sangat layak. Berdasarkan uji coba yang dilakukan kepada kelas X-3 memperoleh respon dengan presentase sebesar 92,97% dengan kategori sangat baik. Berdasarkan hasil penelitian tersebut, maka media permainan digital truth or dare berbasis deep learning dinyatakan layak digunakan sebagai sarana refleksi nilai moral pada materi akhlak kelas X SMA Negeri 61 Jakarta.
| Item Type: | Thesis (Sarjana) |
|---|---|
| Additional Information: | 1). Dr. Abdul Fadhil, M.Ag; 2). Mushlihin, S.Pd.I., MA. |
| Subjects: | Filsafat, Psikologi & Agama > Etika Pendidikan > Media Pembelajaran |
| Divisions: | FIS > S1 Pendidikan Agama Islam |
| Depositing User: | Aulawia Hidayati . |
| Date Deposited: | 05 Feb 2026 01:47 |
| Last Modified: | 05 Feb 2026 01:47 |
| URI: | http://repository.unj.ac.id/id/eprint/64663 |
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