RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI MENGGUNAKAN ROBLOX PADA MATERI INFORMATIKA UNTUK MENINGKATKAN LOGICAL THINKING SISWA

    Nurhana Sayyida, - and Dr. Eki Nugraha, M.Kom, - and Andini Setya Arianti, S.Ds., M.D.s, - (2025) RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI MENGGUNAKAN ROBLOX PADA MATERI INFORMATIKA UNTUK MENINGKATKAN LOGICAL THINKING SISWA. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Penelitian ini bertujuan untuk meningkatkan logical thinking pada mata pelajaran Informatika melalui penerapan media pembelajaran berbasis model problem based learning. Media pembelajaran tersebut dirancang dan dikembangkan menggunakan model ADDIE, yang meliputi tahapan analisis, desain, pengembangan, implementasi, dan evaluasi. Hasil penelitian menunjukkan bahwa pengembangan model problem based learning berbasis roblox untuk meningkatkan logical thinking. Hal ini ditunjukkan oleh peningkatan nilai rata-rata siswa dari 64,36 pada pretest menjadi 80,16 pada posttest, dengan nilai gain sebesar 0,39 yang tergolong dalam kategori "sedang". Selain itu, tanggapan siswa terhadap media pembelajaran sangat positif, dengan 84,59% siswa merasa lebih antusias belajar ketika proses pembelajaran disajikan secara menarik melalui media pembelajaran, yang masuk dalam kategori "sangat baik". Temuan ini mengindikasikan bahwa penggunaan model problem based learning berbasis roblox dapat menjadi strategi yang efektif dalam meningkatkan hasil belajar siswa, khususnya dalam mata pelajaran Informatika di tingkat SMK. This study aims to improve logical thinking in Informatics subject through the application of learning media based on problem-based learning model. The learning media was designed and developed using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The results showed that the development of a roblox-based problem-based learning model to improve logical thinking. This is indicated by an increase in the average student score from 64,36 on the pretest to 80,16 on the posttest, with a gain value of 0,39 which is classified in the “medium” category. In addition, students' responses to the learning media were very positive, with 84.59% of students feeling more enthusiastic about learning when the learning process was presented attractively through learning media, which fell into the “very good” category. These findings indicate that the use of roblox-based problem-based learning models can be an effective strategy in improving student learning outcomes, especially in Informatics subjects at the SMK level.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?hl=id&user=CvXmQRUAAAAJ ID SINTA Dosen Pembimbing: Eki Nugraha: 6111743 Andini Setya Arianti: 6751563
    Uncontrolled Keywords: Roblox, Problem Based Learning, Logical Thinking, Informatika Roblox, Logical Thinking, Problem Based Learning, Informatics
    Subjects: B Philosophy. Psychology. Religion > BC Logic
    L Education > L Education (General)
    T Technology > T Technology (General)
    Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
    Depositing User: Nurhana Sayyida
    Date Deposited: 10 Jun 2025 07:52
    Last Modified: 10 Jun 2025 07:52
    URI: http://repository.upi.edu/id/eprint/133361

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