eprintid: 137746 rev_number: 27 eprint_status: archive userid: 217646 dir: disk0/00/13/77/46 datestamp: 2025-09-24 08:00:58 lastmod: 2025-09-24 08:07:24 status_changed: 2025-09-24 08:00:58 type: thesis metadata_visibility: show creators_name: Siti Suci Wulandari, - creators_name: Raditya Muhammad, - creators_name: Yulia Retnowati, - creators_nim: NIM2103702 creators_nim: NIDN0070592030 creators_nim: NIDN0029079601 creators_id: suciwulandari@upi.edu creators_id: radityamuhammad@upi.edu creators_id: yulia.retnowati@upi.edu contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_type: http://www.loc.gov/loc.terms/relators/THS contributors_name: Raditya Muhammad,, - contributors_name: Yulia Retnowati, - contributors_nidn: NIDN0070592030 contributors_nidn: NIDN0029079601 contributors_id: radityamuhammad@upi.edu contributors_id: yulia.retnowati@upi.edu title: IMPLEMENTASI METODE COGNITIVE WALKTHROUGH DAN GAME EXPERIENCE QUESTIONNAIRE UNTUK PENGUKURAN USER EXPERIENCE GAME NUSANTARA QUEST: Studi Kasus SMP Mutiara Bunda ispublished: pub subjects: L1 subjects: QA75 subjects: QA76 subjects: T1 divisions: RPL_S1_TSK full_text_status: restricted keywords: Pendidikan Pancasila, Game Edukasi, Cognitive Walkthrough, Game Experience Questionnaire (GEQ), Nusantara Quest, Pancasila Education, Educational Game note: https://scholar.google.com/citations?user=-rl3d48AAAAJ&hl=en ID Sinta Dosen Pembimbing: Raditya Muhammad, S.T., M.T. : 0070592030 Yulia Retnowati, S.Pd., M.T. : 0029079601 abstract: Transformasi pembelajaran berbasis digital membuka peluang menghadirkan media pendidikan yang lebih interaktif dan sesuai kebutuhan generasi saat ini. Salah satu tantangan utama dalam pembelajaran Pendidikan Pancasila di tingkat SMP adalah sifat materi yang cenderung abstrak, sehingga siswa kurang termotivasi untuk mempelajarinya, sehingga diperlukan media pembelajaran inovatif yang mampu meningkatkan pemahaman dan minat belajar. Penelitian ini bertujuan menganalisis pengalaman pengguna dalam menggunakan Nusantara Quest, sebuah game edukasi interaktif yang dirancang sebagai media pre-learning Pendidikan Pancasila, dengan fokus pada dua aspek utama yaitu kemudahan penggunaan melalui metode Cognitive Walkthrough dan tingkat keterlibatan serta kepuasan siswa melalui Game Experience Questionnaire (GEQ). Pendekatan penelitian menggunakan metode Research and Development (R&D) dengan kerangka kerja Game Development Life Cycle (GDLC) model Rido Ramadan, dengan responden berjumlah 30 siswa kelas VII SMP Mutiara Bunda untuk GEQ, serta 5 orang gamers di Kota Bandung untuk Cognitive Walkthrough. Hasil penelitian menunjukkan tingkat keberhasilan penyelesaian tugas sebesar 92% dengan error rate 4% dan waktu relatif efisien, yaitu 400–700 detik. Evaluasi melalui GEQ menghasilkan skor rata-rata 81,7 (Sangat Baik), dengan keunggulan pada dimensi kompetensi dan keterlibatan (Core Module dan In-Game Module), sementara aspek Social Presence dan Post Game masih memerlukan pengembangan lebih lanjut. Temuan penelitian ini menegaskan bahwa Nusantara Quest mampu mendukung pembelajaran Pendidikan Pancasila dengan menghadirkan pengalaman belajar yang lebih menarik, mudah diakses, dan menyenangkan. Digital-based learning transformation opens up opportunities to provide more interactive educational media that are tailored to the needs of the current generation. One of the main challenges in teaching Pancasila at the junior high school level is the abstract nature of the material, which tends to demotivate students, thus requiring innovative learning media that can improve understanding and interest in learning. This study aims to analyse user experiences in using Nusantara Quest, an interactive educational game designed as a pre-learning medium for Pancasila education, with a focus on two main aspects, namely ease of use through the Cognitive Walkthrough method and the level of student engagement and satisfaction through the Game Experience Questionnaire (GEQ). The research approach used the Research and Development (R&D) method with the Game Development Life Cycle (GDLC) framework model by Rido Ramadan, with 30 seventh-grade students from Mutiara Bunda Junior High School as respondents for the GEQ, and five gamers in Bandung City for the Cognitive Walkthrough. The results of the study showed a task completion success rate of 92% with an error rate of 4% and relatively efficient time, namely 400–700 seconds. The evaluation through GEQ produced an average score of 81.7 (Very Good), with strengths in the dimensions of competence and engagement (Core Module and In-Game Module), while the aspects of Social Presence and Post Game still require further development. The findings of this study confirm that Nusantara Quest is capable of supporting Pancasila Education learning by providing a more interesting, accessible, and enjoyable learning experience. date: 2025-08-21 date_type: published institution: Universitas Pendidikan Indonesia department: KODEPRODI58201#Rekayasa Perangkat Lunak_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: Siti Suci Wulandari, - and Raditya Muhammad, - and Yulia Retnowati, - (2025) IMPLEMENTASI METODE COGNITIVE WALKTHROUGH DAN GAME EXPERIENCE QUESTIONNAIRE UNTUK PENGUKURAN USER EXPERIENCE GAME NUSANTARA QUEST: Studi Kasus SMP Mutiara Bunda. S1 thesis, Universitas Pendidikan Indonesia. document_url: http://repository.upi.edu/137746/1/S_RPL_2103702_Title.pdf document_url: http://repository.upi.edu/137746/2/S_RPL_2103702_Chapter1.pdf document_url: http://repository.upi.edu/137746/3/S_RPL_2103702_Chapter2.pdf document_url: http://repository.upi.edu/137746/4/S_RPL_2103702_Chapter3.pdf document_url: http://repository.upi.edu/137746/5/S_RPL_2103702_Chapter4.pdf document_url: http://repository.upi.edu/137746/6/S_RPL_2103702_Chapter5.pdf document_url: http://repository.upi.edu/137746/7/S_RPL_2103702_Appendix.pdf