PENGEMBANGAN MODEL DIGITAL GAME-BASED LEARNING BERBANTUAN VIRTUAL REALITY (DGBL-VR) UNTUK MENINGKATKAN PEMAHAMAN NILAI-NILAI PANCASILA DI SEKOLAH DASAR

GILANG MAULANA JAMALUDIN, . (2025) PENGEMBANGAN MODEL DIGITAL GAME-BASED LEARNING BERBANTUAN VIRTUAL REALITY (DGBL-VR) UNTUK MENINGKATKAN PEMAHAMAN NILAI-NILAI PANCASILA DI SEKOLAH DASAR. Doktor thesis, SEKOLAH PASCASARJANA.

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Abstract

This study aims to develop a digital game-based learning model assisted by virtual reality (DGBL-VR) to improve the understanding of Pancasila values in elementary schools. The research method used is research and development (R&D) with the Dick and Carey and Bergman & Moore models. The development process includes needs analysis, development of teaching materials, formative and summative evaluations. The subjects of this study were fifth-grade elementary school students in Sumedang Regency. Data collection was carried out through observation, interviews, questionnaires and tests. The DGBL-VR model consists of five learning syntaxes: introduction, exploration, experience & interaction, reflection, and integration, which are designed to support experience-based learning through immersive technology. The results showed that the DGBL-VR model received a positive assessment, the feasibility of the model was assessed through expert validation involving learning design experts, obtaining 88.05%, then the DGBL-VR application assessment obtained results from material experts 90.61%, media experts 92.48%, and language experts 82%, with the category of very feasible. The accompanying guidebook also received a very good rating from material experts (93.33%), media experts (92.71%), and language experts (89.07%). User trials showed consistent results, with one-to-one learners (87.53%), small group (91%), and field test (92.4%), all in the very good category. The effectiveness of the model was tested using an experimental design with 60 students (30 experimental, 30 control). The results showed an average post-test score of 13.17 for the experimental class, higher than 10.97 for the control, with the t-test producing a significant difference (p = 0.000) and a score difference of 34.77 points. The NGain analysis in the experimental group was 0.61 with a percentage of 61.14% in the moderately effective category, while the control only had 0.26 or 26.36% in the ineffective category. The DGBL-VR model has been proven to be feasible, effective, and practical for use in Pancasila learning in elementary schools and can improve students' understanding of Pancasila values. ***** Penelitian ini bertujuan untuk mengembangkan model digital game-based learning berbantuan virtual reality (DGBL-VR) untuk meningkatkan pemahaman nilai-nilai Pancasila di sekolah dasar. Metode penelitian yang digunakan adalah dengan penelitian dan pengembangan (R&D) dengan model Dick and Carey dan Bergman & Moore. Proses pengembangan meliputi analisis kebutuhan, pengembangan materi ajar, evaluasi formatif dan sumatif. Subjek penelitian ini yaitu siswa kelas V sekolah dasar di Kabupaten Sumedang. Pengumpulan data dilakukan melalui observasi, wawancara, angket dan tes. Model DGBL-VR terdiri dari lima sintaks pembelajaran: pendahuluan, eksplorasi, pengalaman & interaksi, refleksi, dan integrasi, yang dirancang untuk mendukung pembelajaran berbasis pengalaman melalui teknologi imersif. Hasil penelitian menunjukkan bahwa model DGBL-VR mendapat penilaian yang positif, kelayakan model dinilai melalui validasi ahli yang melibatkan ahli desain pembelajaran, memperoleh 88,05%, kemudian penilaian aplikasi DGBL-VR memperoleh hasil dari ahli materi 90,61%, ahli media 92,48%, dan ahli bahasa 82%, dengan kategori sangat layak. Buku panduan yang menyertai aplikasi juga memperoleh penilaian sangat layak dari ahli materi 93,33%, ahli media 92,71%, dan ahli bahasa 89,07%. Uji coba pengguna menunjukkan konsistensi hasil, dengan one-to-one learners 87,53%, small group 91%, dan field test 92,4%, seluruhnya berada pada kategori sangat layak. Efektivitas model diuji menggunakan desain eksperimen dengan 60 siswa (30 eksperimen, 30 kontrol). Hasil menunjukkan rata-rata post-test kelas eksperimen 13,17 lebih tinggi dibandingkan kontrol 10,97, dengan uji t-test menghasilkan perbedaan signifikan (p = 0,000) dan selisih skor 34,77 poin. Analisis N-Gain pada kelompok eksperimen sebesar 0,61 dengan persentase 61,14% dengan kategori cukup efektif, sedangkan kontrol hanya 0,26 atau 26,36% kategori tidak efektif. Model DGBL-VR terbukti layak, efektif, dan praktis digunakan dalam pembelajaran Pancasila di sekolah dasar dan dapat meningkatkan pemahaman siswa terhadap nilai-nilai Pancasila.

Item Type: Thesis (Doktor)
Additional Information: 1). Prof. Dr. M. Japar, M.Si. 2). Prof. Dr. Mohammad Syarif Sumantri, M.Pd.,
Subjects: Pendidikan > Pendidikan Dasar
Pendidikan > Media Pembelajaran
Divisions: FE > S2 Manajemen
Depositing User: Gilang Maulana Jamaludin .
Date Deposited: 12 Mar 2026 07:16
Last Modified: 12 Mar 2026 07:16
URI: http://repository.unj.ac.id/id/eprint/66022

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