Hendi Yahya, - (2023) RANCANG BANGUN APLIKASI GAMIFIKASI INFORMASI TAHAPAN PENYELESAIAN STUDI MAHASISWA ILMU KOMPUTER UNIVERSITAS PENDIDIKAN INDONESIA MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Program Sarjana (S1) adalah pendidikan akademik dengan beban studi minimal 144 SKS yang ditempuh dalam 8-14 semester (Kemdikbud, 2020). Pada tahun 2020, 7% atau 602.263 mahasiswa drop out (Kemendikbud, 2020). Penelitian terdahulu menunjukkan rendahnya motivasi mahasiswa terhadap kemajuan studi sebagai salah satu penyebab kemajuan akademik yang rendah. Setelah lulus, masalah pengangguran menjadi perhatian, karena kurangnya pelatihan keterampilan selama perkuliahan (Rosyid, 2023). Oleh karena itu, diperlukan aplikasi dengan elemen gamifikasi untuk meningkatkan motivasi penyelesaian studi dan pengembangan keterampilan. Pada penelitian ini akan dirancang dan dibangun sebuah aplikasi gamifikasi tahapan studi mahasiswa menggunakan metode penelitian Riset dan Pengembangan. Gamifikasi yang diterapkan berupa sistem misi, penghargaan, bilah kemajuan, level, avatar, tantangan, poin dan hadiah. Sebagian unsur gamifikasi akan dibangun dalam bentuk Augmented Reality (AR). AR diterapkan secara marker-based menggunakan tampilan depan kartu tanda mahasiswa dan secara markerless untuk fitur minigame. Hasil penelitian didapatkan dengan melakukan survei dan menganalisi hasil tersebut menggunakan skala Likert. Berdasarkan hasil penelitian diperoleh bahwa hasil kuesioner User Acceptance Test memiliki indeks persentase sebesar 84,7% dan masuk kategori sangat baik. The Bachelor Programme (S1) is an academic education with a minimum study load of 144 credits taken in 8-14 semesters (Kemdikbud, 2020). In 2020, 7% or 602,263 students dropped out (Kemendikbud, 2020). Previous research has shown low student motivation towards study progress as one of the causes of low academic progress. After graduation, the problem of unemployment is a concern, due to the lack of skills training during lectures (Rosyid, 2023). Therefore, an application with gamification elements is needed to increase motivation for study completion and skill development. In this research, a gamification application of student study stages will be designed and built using the Research and Development research method. Gamification is implemented in the form of a mission system, awards, progress bars, levels, avatars, challenges, points and prizes. Some elements of gamification will be built in the form of Augmented Reality (AR). AR is applied marker-based using the front view of the student ID card and markerless for minigame features. The research results were obtained by conducting a survey and analysing the results using a Likert scale. Based on the results of the study, it was found that the results of the User Acceptance Test questionnaire had a percentage index of 84.7% and entered the very good category.
Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?view_op=list_works&hl=en&user=Kcv_V_kAAAAJ SINTA ID : 5992674 SINTA ID : 260167 |
Uncontrolled Keywords: | Gamifikasi, Augmented Reality, Kartu Tanda Mahasiswa, Penyelesaian Studi, Pengembangan Keterampilan. Gamification, Augmented Reality, Student Identity Card, Study Completion, Skill Development. |
Subjects: | L Education > L Education (General) Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Ilmu Komputer |
Depositing User: | Hendi Yahya |
Date Deposited: | 06 Sep 2023 08:31 |
Last Modified: | 06 Sep 2023 08:31 |
URI: | http://repository.upi.edu/id/eprint/102777 |
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