Ghina Firdha Nabila, - and Asep Wahyudin, - and Yudi Wibisono, - (2025) IMPLEMENTASI EXPERIENTIAL LEARNING MODEL PADA MEDIA PEMBELAJARAN BERBASIS GAME ADVENTURE UNTUK MENINGKATKAN LOGICAL THINKING. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan media pembelajaran berbasis game adventure yang mengintegrasikan model experiential learning guna meningkatkan kemampuan logical thinking siswa pada materi percabangan dan perulangan dalam mata pelajaran Informatika. Latar belakang penelitian ini adalah masih rendahnya kemampuan berpikir logis siswa serta kurangnya media pembelajaran yang interaktif, kontekstual, dan sesuai dengan karakteristik generasi digital. Penelitian menggunakan metode research and development (R&D) dengan model ADDIE versi Lee & Owens serta desain one group pre-test post-test yang diterapkan pada siswa kelas XI IPS di salah satu SMA di Jawa Barat. Media dikembangkan berbasis tahapan experiential learning: concrete experience, reflective observation, abstract conceptualization, dan active experimentation. Instrumen penelitian berupa tes logical thinking dan angket respon siswa. Hasil analisis menunjukkan peningkatan signifikan kemampuan logical thinking siswa dengan nilai N-Gain sebesar 0,60, yang menunjukkan efektivitas tinggi dalam pembelajaran. Selain itu, tanggapan siswa terhadap penggunaan media pembelajaran berbasis game adventure menunjukkan hasil sangat positif, dengan skor rata-rata penilaian sebesar X dalam skala lima. Siswa merasa lebih termotivasi, terlibat aktif, dan lebih memahami materi secara menyenangkan melalui tantangan dan eksplorasi dalam game. Dengan demikian, media pembelajaran berbasis game adventure yang mengimplementasikan experiential learning terbukti efektif dalam meningkatkan kemampuan logical thinking dan minat belajar siswa pada materi algoritma dan pemrograman. This research aims to develop and implement an adventure game-based learning media that integrates the experiential learning model to enhance students' logical thinking skills in the topics of branching and looping in Informatics. The background for this study is the still-low level of students' logical thinking abilities and the lack of interactive, contextual learning media that aligns with the characteristics of the digital generation. The study employed a Research and Development (R&D) method using the ADDIE model (Lee & Owens version) and a one-group pre-test post-test design applied to eleventh-grade social science students at a high school in West Java. The media was developed based on the stages of experiential learning: concrete experience, reflective observation, abstract conceptualization, and active experimentation. The research instruments included a logical thinking test and a student response questionnaire. The analysis results showed a significant increase in students' logical thinking skills with an N-Gain value of X, indicating high effectiveness in learning. Furthermore, student responses to the adventure game-based learning media were highly positive, with an average rating score of X on a five-point scale. Students reported feeling more motivated, actively engaged, and better understanding the material in an enjoyable way through challenges and exploration within the game. Thus, the adventure game-based learning media that implements experiential learning is proven to be effective in improving students' logical thinking skills and learning interest in algorithm and programming topics.
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| Item Type: | Thesis (S1) |
|---|---|
| Additional Information: | https://scholar.google.com/citations?hl=en&user=4sWVyecAAAAJ&scilu=&scisig=ACUpqDcAAAAAaNTl5Q9GcOyA2HA4_jM_ibHsXQ8&gmla=AH8HC4zZbvSA9AMvDUqslyIzosfLIwD4uraDRUr4wPjCvOgrfRVzC0yOMo46MnxN27r9_dYPn-rpHJP9irOrw3MxLp6Hic1we6S8nLU&sciund=17121895985896566645 ID SINTA Dosen Pembimbing: Asep Wahyudin: 5991982 Yudi Wibisono: 260167 |
| Uncontrolled Keywords: | experiential learning, game adventure, logical thinking, percabangan, perulangan. adventure game, branching, experiential learning, looping, logical thinking. |
| 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 Pendidikan Ilmu Komputer |
| Depositing User: | Ghina Firdha Nabila |
| Date Deposited: | 26 Sep 2025 02:28 |
| Last Modified: | 26 Sep 2025 02:28 |
| URI: | http://repository.upi.edu/id/eprint/140780 |
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