eprintid: 136971 rev_number: 23 eprint_status: archive userid: 217267 dir: disk0/00/13/69/71 datestamp: 2025-09-02 03:05:48 lastmod: 2025-09-02 03:05:48 status_changed: 2025-09-02 03:05:48 type: thesis metadata_visibility: show creators_name: Diva Zahraisya Putri Utami, - creators_name: Suprih Widodo, - creators_name: Ulva Elviani, - creators_nim: NIM2103152 creators_nim: NIDN0017128001 creators_nim: NIDN0003119505 creators_id: divazpu@upi.edu creators_id: supri@upi.edu creators_id: ulva@upi.edu contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Suprih Widodo, - contributors_name: Ulva Elviani, - contributors_nidn: NIDN0017128001 contributors_nidn: NIDN0003119505 contributors_id: supri@upi.edu contributors_id: ulva@upi.edu title: MEDIA PEMBELAJARAN BERBASIS ADVENTURE GAME UNTUK MENINGKATKAN CRITICAL THINKING SISWA PADA MATA PELAJARAN INFORMATIKA ispublished: pub subjects: L1 divisions: Pend.STI_S1_PWT full_text_status: restricted keywords: Adventure game, Critical thinking, Media Pembelajaran, Informatika, User Experience Questionnaire (UEQ) Adventure game, Critical thinking, Learning media, Informatics, UEQ note: https://scholar.google.com/citations?user=1Sw6cx0AAAAJ&hl=id ID SINTA Dosen Pembimbing : Suprih Widodo : 5978120 Ulva Elviani : 6922778 abstract: Pemikiran kritis (critical thinking) merupakan keterampilan esensial yang harus dimiliki siswa untuk menghadapi tantangan di era digital. Namun dalam pembelajaran informatika, banyak siswa mengalami kesulitan dalam menganalisis data, memecahkan masalah, dan mengambil keputusan secara logis. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis adventure game dengan integrasi indikator berpikir kritis siswa dalam mata pelajaran informatika. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implemetation, Evaluation). Game dikembangkan dengan konsep petualangan yang interaktif dimana siswa harus menyelesaikan berbagai tantangan yang berkaitan dengan analisis data. Implementasi indikator critical thinking yang dirancang diterapkan dalam perancangan misi dan tantangan dalam game yang meliputi elemen berpikir seperti clarification, assessment, dan inference. Hasil pengujian kepuasan dilakukan menggunakan instrumen User Experience Questionnaire (UEQ). Berdasarkan hasil LORI (Learning Object Review Instrument) yang dilakukan oleh ahli untuk menilai kesesuaian materi mendapatkan skor sebesar 98% dan ahli media dengan mengukur tampilan dan efektivitas memperoleh nilai sebesar 85%. Hasil UEQ (User Experience Questionnaire) terhadap kepuasan siswa memperoleh skor rata rata aspek daya tarik sebesar 1,93, stimulasi 1,86 ketepatan 1,51 kebaruan 1,30 efisiensi 1,38 dan kejelasan 1,39. Dengan demikian diharapkan pengembangan adventure game yang berorientasi pada indikator Critical thinking dapat menjadi alternatif inovatif dalam pembelajaran Informatika, khususnya dalam melatih dan memfasilitasi keterampilan berpikir kritis siswa. ----- Critical thinking is an essential skill that students must possess to face challenges in the digital era. However, in informatics learning, many students experience difficulties in analyzing data, solving problems, and making logical decisions. This study aims to develop an adventure game-based learning medium that integrates critical thinking indicators into the informatics subject. The research method used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The Game was developed with an interactive adventure concept in which students must complete various challenges related to data analysis. The implementation of the designed critical thinking indicators was applied to the design of missions and challenges in the game, which include thinking elements such as clarification, assessment, and inference. The user satisfaction test was conducted using the User Experience Questionnaire (UEQ) instrument. Based on the results of the Learning Object Review Instrument (LORI) conducted by experts to assess material suitability, the Game obtained a score of 98%, while media experts, in assessing appearance and effectiveness, gave a score of 85%. The UEQ (User Experience Questionnaire) results on student satisfaction showed an average score of 1.93 for attractiveness, 1.86 for stimulation, 1.51 for accuracy, 1.30 for novelty, 1.38 for efficiency, and 1.39 for clarity. Thus, it is expected that the development of an adventure game oriented toward critical thinking indicators can serve as an innovative alternative in informatics learning, particularly in training and facilitating students’ critical thinking skills. date: 2025-08-20 date_type: published institution: Universitas Pendidikan Indonesia department: KODEPRODI59201#Pendidikan Sistem dan Teknologi Informasi Kampus Purwakarta_S1 thesis_type: other thesis_name: other official_url: https://repository.upi.edu/ related_url_url: https://perpustakaan.upi.edu/ related_url_type: org citation: Diva Zahraisya Putri Utami, - and Suprih Widodo, - and Ulva Elviani, - (2025) MEDIA PEMBELAJARAN BERBASIS ADVENTURE GAME UNTUK MENINGKATKAN CRITICAL THINKING SISWA PADA MATA PELAJARAN INFORMATIKA. S1 thesis, Universitas Pendidikan Indonesia. document_url: http://repository.upi.edu/136971/1/S_PSTI_2103152_Title.pdf document_url: http://repository.upi.edu/136971/2/S_PSTI_2103152_Chapter1.pdf document_url: http://repository.upi.edu/136971/3/S_PSTI_2103152_Chapter2.pdf document_url: http://repository.upi.edu/136971/4/S_PSTI_2103152_Chapter3.pdf document_url: http://repository.upi.edu/136971/5/S_PSTI_2103152_Chapter4.pdf document_url: http://repository.upi.edu/136971/6/S_PSTI_2103152_Chapter5.pdf document_url: http://repository.upi.edu/136971/7/S_PSTI_2103152_Appendix.pdf