PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN ESCAPE ROOM GAME PADA MATA PELAJARAN DESAIN PEMODELAN BANGUNAN DI SMK PU NEGERI BANDUNG

    Kayla Salsabila, - and Riskha Mardiana, - and Adi Ardiansyah, - (2025) PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN ESCAPE ROOM GAME PADA MATA PELAJARAN DESAIN PEMODELAN BANGUNAN DI SMK PU NEGERI BANDUNG. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Penggunaan media pembelajaran yang kurang interaktif dalam proses belajar mengajar di Sekolah Menengah Kejuruan (SMK), terutama di mata pelajaran Desain Pemodelan Bangunan, berdampak pada rendahnya pemahaman siswa terhadap materi teknis seperti perintah dasar AutoCAD. Penelitian ini mempunyai tujuan untuk mengembangkan media pembelajaran m elalui Escape Room Game di mata pelajaran Desain Pemodelan Bangunan yang interaktif dan sesuai dengan karakteristik pendidikan kejuruan. Metode yang diterapkan yaitu R&D (Research and Development) melalui model Borg & Gall, dengan beberapa tahapan antara lain identifikasi masalah, perencanaan, desain, validasi, uji coba awal, uji coba pemakaian, serta revisi akhir. Penelitian dijalankan di SMK PU Negeri Bandung. Hasil validasi menunjukkan media berdalam kategori “sangat layak”, dengan respon siswa yang juga “sangat baik”. Hasil post-test memperlihatkan peningkatan pemahaman siswa dengan rata-rata nilai melebihi KKM (Kriteria Ketuntasan Minimal). Oleh karenanya, media Escape Room Game layak digunakan sebagai alternatif inovatif dalam pembelajaran vokasional berbasis materi teknis. The use of less interactive learning media in teaching and learning activities at Vocational High Schools (SMK), particularly in the subject of Building Modeling Design, has contributed to students' low understanding of technical materials such as basic AutoCAD commands. This study aims to develop interactive learning media using an Escape Room Game in the subject of Building Modeling Design, tailored to the characteristics of vocational education. The research employed a Research and Development (R&D) method based on the Borg & Gall model, which includes stages of problem identification, planning, product design, expert validation, initial trials, user testing, and final revisions. The study was conducted at SMK PU Negeri Bandung. The results showed that the developed media was categorized as "highly feasible" based on expert validation, with students’ responses also falling into the "very good" category. Furthermore, the post-test results indicated an increase in students' understanding, with average scores above the Minimum Mastery Criteria. Therefore, the Escape Room Game media is considered effective and appropriate as an innovative alternative for vocational learning focused on technical material.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?hl=en&user=fnkefNQAAAAJ ID SINTA DOSEN PEMBIMBING: Riskha Mardiana: 6000847 Adi Ardiansyah: 6128192
    Uncontrolled Keywords: Media Pembelajaran, Escape Room Game, AutoCAD, Interaktif Learning Media, Escape Room Game, AutoCAD, Interactive
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education
    > NA Architecture
    Divisions: Fakultas Pendidikan Teknik dan Industri > Jurusan Pendidikan Teknik Arsitektur
    Depositing User: Kayla Salsabila
    Date Deposited: 10 Oct 2025 06:57
    Last Modified: 10 Oct 2025 06:57
    URI: http://repository.upi.edu/id/eprint/142878

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