Adelina Erlin Sibarani, - (2024) APLIKASI READING GAME SEBAGAI MEDIA PEMBELAJARAN UNTUK OPTIMALISASI MODEL PEMBELAJARAN READING GUIDE. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini dilatarbelakangi oleh kebutuhan akan media pembelajaran yang interaktif dan menarik untuk meningkatkan literasi siswa. Model pembelajaran reading guide yang digunakan di sekolah saat ini sering kali kurang efektif dalam melibatkan siswa secara aktif dalam proses pembelajaran. Dengan memanfaatkan perkembangan teknologi informasi, diperlukan media pembelajaran yang dapat mengatasi keterbatasan ini dan mendorong keterlibatan siswa secara lebih mendalam. Tujuan penelitian ini adalah mengembangkan media pembelajaran berbasis game yaitu reading game, guna mengoptimalkan model pembelajaran reading guide. Metode yang digunakan dalam penelitian ini adalah Game Development Life Cycle (GDLC), yang mencakup tahap inisiasi, pra-produksi, produksi, pengujian alpha, pengujian beta, dan rilis. Pada tahap pengujian alpha, dilakukan black box testing oleh pengembang sendiri. Pengujian beta dilakukan dengan metode one-on-one validation dengan dua siswa SMP yang dipilih secara acak. Uji coba terbatas dilakukan menggunakan kuesioner System Usability Scale (SUS) kepada siswa kelas 7 di SMPN 1 Babakancikao. Hasil pengujian alpha menunjukkan aplikasi berfungsi sesuai harapan dan layak digunakan. Pengujian beta mengindikasikan aplikasi layak dengan revisi pada tampilan NPC. Uji coba terbatas menghasilkan skor SUS sebesar 82,22, yang berada pada grade A dan dinilai acceptable. ----- This research is motivated by the need for interactive and engaging learning media to enhance students' literacy. The current reading guide learning model used in schools often fails to actively engage students in the learning process. Leveraging the advancements in information technology, there is a need for learning media that can address these limitations and foster deeper student engagement. The purpose of this study is to develop a game-based learning media, the "reading game," to optimize the reading guide learning model. The method used in this study is the Game Development Life Cycle (GDLC), which includes initiation, pre-production, production, alpha testing, beta testing, and release stages. During the alpha testing stage, black box testing was conducted by the developer. Beta testing was conducted using the one-on-one validation method with two randomly selected middle school students. A limited trial was conducted using the System Usability Scale (SUS) questionnaire with 7th-grade students at SMPN 1 Babakancikao. The alpha testing results showed that the application functions as expected and is feasible to use. Beta testing indicated that the application is feasible with revisions to the NPC appearance. The limited trial resulted in a SUS score of 82.22, which is in grade A and considered acceptable.
Item Type: | Thesis (S1) |
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Additional Information: | ID SINTA Dosen Pembimbing: Rizki Hikmawan : 6122897 Nuur Wachid Abdulmajid : 6054692 |
Uncontrolled Keywords: | reading game, media pembelajaran, reading guide, Game Development Life Cycle |
Subjects: | L Education > L Education (General) T Technology > T Technology (General) |
Divisions: | UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi |
Depositing User: | Adelina Erlin Sibarani |
Date Deposited: | 01 Aug 2024 07:34 |
Last Modified: | 01 Aug 2024 07:34 |
URI: | http://repository.upi.edu/id/eprint/119321 |
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