IMPLEMENTASI OCTALYSIS FRAMEWORK DALAM APLIKASI GAMIFIKASI PADA PEMBELAJARAN AL-QUR'AN DENGAN CONTENT-BASED FILTERING

Raden Fadhil Anugerah Ardiwilaga, - (2024) IMPLEMENTASI OCTALYSIS FRAMEWORK DALAM APLIKASI GAMIFIKASI PADA PEMBELAJARAN AL-QUR'AN DENGAN CONTENT-BASED FILTERING. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Pendidikan adalah faktor fundamental dalam membangun suatu bangsa, mencakup berbagai aspek seperti politik, ekonomi, infrastruktur, pertahanan, teknologi, kelembagaan, dan budaya. Untuk menciptakan sumber daya manusia yang cerdas, produktif, dan berdaya saing tinggi, pendidikan harus disesuaikan dengan karakteristik Generasi Z, yang kini mendominasi dunia pendidikan dengan kecerdasan digital mereka. Penelitian ini berfokus pada penerapan gamifikasi dalam pembelajaran Al-Qur'an di SMA PGII 1 Bandung, dengan tujuan meningkatkan motivasi dan minat belajar siswa. Gamifikasi, yang mengintegrasikan elemen permainan dalam konteks non-permainan, diharapkan dapat membuat proses belajar mengajar lebih menarik dan efektif. Selain itu, sistem content-based filtering digunakan untuk menyajikan materi pembelajaran yang sesuai dengan preferensi dan kapabilitas siswa, sehingga mendukung personalisasi dan relevansi konten. Desain penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Tingkat penerimaan aplikasi gamifikasi diukur menggunakan System Usability Scale (SUS) dan skala Octalysis. Hasil penelitian menunjukkan bahwa aplikasi ini memperoleh skor rata-rata SUS sebesar 75,36, yang termasuk dalam kategori "acceptable" dengan grade C pada skala penilaian, dan tergolong baik dalam skala adjective rating. Pengukuran skala Octalysis menghasilkan skor 546, yang mengindikasikan bahwa motivasi pengguna memiliki keseimbangan antara otak kanan dan kiri, serta antara motivasi intrinsik dan ekstrinsik. Temuan ini menunjukkan bahwa aplikasi gamifikasi yang dikembangkan, didukung oleh content-based filtering, memiliki potensi untuk meningkatkan efektivitas pembelajaran Al-Qur'an di kalangan siswa Generasi Z. Education is a fundamental factor in building a nation, encompassing various aspects such as politics, economics, infrastructure, defense, technology, institutions, and culture. To create intelligent, productive, and competitive human resources, education must be tailored to the characteristics of Generation Z, who now dominate the educational landscape with their high digital literacy. This study focuses on the application of gamification in Qur'anic learning at SMA PGII 1 Bandung, aiming to enhance students' motivation and interest in learning. Gamification, which integrates game elements into non-game contexts, is expected to make the teaching and learning process more engaging and effective. Additionally, a content-based filtering system is used to present learning materials that align with students' preferences and capabilities, thereby supporting content personalization and relevance. The research design follows the Research and Development (R&D) methodology, utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The acceptance level of the gamified application was measured using the System Usability Scale (SUS) and the Octalysis framework. The results indicate that the application achieved an average SUS score of 75.36, categorized as "acceptable" with a grade C on the grading scale, and rated well on the adjective rating scale. The Octalysis scale measurement yielded a score of 546, indicating that users' motivation is balanced between the right and left brain, as well as between intrinsic and extrinsic motivation. These findings suggest that the developed gamified application, supported by content-based filtering, has the potential to enhance the effectiveness of Qur'anic learning among Generation Z students.

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Official URL: https://repository.upi.edu/
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=list_works&hl=en&user=iGhtLqwAAAAJ ID SINTA Dosen Pembimbing: Munir: 5974517 YUDI AHMAD HAMBALI: 0030059006
Uncontrolled Keywords: Content-Based Filtering, Pendidikan, Pembelajaran Al-Qur’an, Gamifikasi, Generasi Z, Octalysis Framework. Content-Based Filtering, Education, gamification, Generation Z, Qur'an learning, Octalysis Framework.
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
T Technology > T Technology (General)
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Ilmu Komputer
Depositing User: Raden Fadhil Anugerah Ardiwilaga
Date Deposited: 04 Sep 2024 08:44
Last Modified: 04 Sep 2024 08:44
URI: http://repository.upi.edu/id/eprint/122010

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