| NIM | H1D021012 |
| Namamhs | BAGUS HANIFUDDIN |
| Judul Artikel | Pengembangan Game Edukasi 2.5D Dungeon Crawler dengan Online Leaderboard untuk Asesmen Awal serta Analisis Motivasi serta Hasil Belajar Siswa |
| Abstrak (Bhs. Indonesia) | Pendidikan di era digital menuntut inovasi media pembelajaran interaktif agar proses belajar tidak monoton serta mampu meningkatkan motivasi dan pemahaman siswa. Penelitian ini mengembangkan game edukasi “Logical Quest”, yaitu game 2.5D dungeon crawler dengan online leaderboard sebagai media asesmen awal mata pelajaran Informatika di tingkat SMK. Tujuan penelitian ini meliputi: (1) mengembangkan game Logical Quest dengan integrasi leaderboard, (2) menganalisis pengaruh penggunaan game terhadap motivasi belajar, (3) menganalisis pengaruh terhadap hasil belajar, serta (4) mengevaluasi efektivitas leaderboard sebagai instrumen asesmen awal. Metode penelitian menggunakan model pengembangan ADDIE dengan subjek 324 siswa kelas X dari SMK N 1 Banyumas dan SMK Kesatrian Purwokerto. Data dianalisis dari 211 siswa yang mengikuti pre-test, post-test, dan kuesioner motivasi model ARCS secara lengkap. Instrumen meliputi tes hasil belajar, kuesioner motivasi sebelum dan sesudah bermain game, serta wawancara guru. Analisis data menggunakan uji Wilcoxon Signed-Rank Test dengan SPSS. Hasil penelitian menunjukkan peningkatan signifikan pada hasil belajar, dengan rata-rata pre-test 79,22 menjadi 86,90 pada post-test (selisih 7,68 poin, Z = -6,304; Sig. = 0,000 < 0,05). Motivasi siswa juga meningkat pada aspek Attention (Z = -2,659; Sig. = 0,008), Confidence (Z = -4,562; Sig. = 0,000), Satisfaction (Z = -2,431; Sig. = 0,015), serta total ARCS (Z = -4,027; Sig. = 0,000). Namun, aspek Relevance tidak berbeda signifikan (Z = -0,390; Sig. = 0,696) karena heterogenitas jurusan. Hasil wawancara guru menegaskan bahwa leaderboard mendorong kompetisi sehat dan memudahkan pemantauan hasil belajar secara real-time. Kesimpulannya, Logical Quest efektif meningkatkan hasil belajar dan motivasi siswa serta memberikan inovasi asesmen awal melalui integrasi gaya visual 2.5D dungeon crawler dengan online leaderboard. |
| Abtrak (Bhs. Inggris) | Education in the digital era demands innovative and interactive learning media to make the learning process more engaging and to enhance students’ motivation and understanding. This study developed an educational game titled Logical Quest, a 2.5D dungeon crawler game integrated with an online leaderboard as an initial assessment tool for Informatics subjects at the vocational high school (SMK) level. The objectives of this study were to: (1) develop the Logical Quest game with leaderboard integration, (2) analyze the effect of the game on students’ learning motivation, (3) analyze its effect on learning outcomes, and (4) evaluate the effectiveness of the leaderboard as an initial assessment instrument. The research employed the ADDIE development model with a total of 324 tenth-grade students from SMK N 1 Banyumas and SMK Kesatrian Purwokerto as participants. Data were analyzed from 211 students who completed the pre-test, post-test, and ARCS-based motivation questionnaire. The instruments consisted of learning outcome tests, pre- and post-game motivation questionnaires, and teacher interviews. Data were analyzed using the Wilcoxon Signed-Rank Test with SPSS. The results showed a significant improvement in learning outcomes, with an average pre-test score of 79.22 increasing to 86.90 in the post-test (difference of 7.68 points, Z = -6.304; Sig. = 0.000 < 0.05). Learning motivation also increased in the aspects of Attention (Z = -2.659; Sig. = 0.008), Confidence (Z = -4.562; Sig. = 0.000), Satisfaction (Z = -2.431; Sig. = 0.015), and total ARCS (Z = -4.027; Sig. = 0.000). However, the Relevance aspect showed no significant difference (Z = -0.390; Sig. = 0.696) due to heterogeneity among majors. Teacher interviews confirmed that the leaderboard encourages healthy competition and facilitates real-time monitoring of learning outcomes. In conclusion, Logical Quest effectively enhances students’ learning outcomes and motivation while offering an innovative initial assessment medium through the integration of 2.5D dungeon crawler visuals and an online leaderboard. |
| Kata kunci | 2.5D, ADDIE, Construct 3, Game Edukasi, Motivasi Belajar, Online Leaderboard, Wilcoxon Signed-Rank Test |
| Pembimbing 1 | Ir. Bangun Wijayanto, S.T., M.Cs., IPM |
| Pembimbing 2 | Ir. Nur Alfi Ekowati, S. Kom., M.Sc. |
| Pembimbing 3 | |
| Tahun | 2025 |
| Jumlah Halaman | 20 |
| Tgl. Entri | 2025-11-04 18:00:45.251804 |
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