Marcellinus, Felix (2022) Gamifikasi pada pembelajaran Geografi dengan visual novel untuk meningkatkan motivasi belajar = Gamifying Geography learning with visual novel to increase learning motivation. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Berdasarkan sebuah penelitian yang dilakukan, ditemukan bahwa terjadi kesulitan pelaksanaan pembelajaran pada sekolah swasta dan negeri. Dalam penelitian tersebut ditemukan bahwa kesulitan yang dialami peserta menyebabkan kurang aktifnya peserta didik saat pembelajaran. Salah satu pentingnya belajar Geografi adalah untuk mendorong siswa memahami proses-proses fisik yang membentuk pola-pola muka bumi, karakteristik dan persebaran spasial ekologis di muka bumi. Seperti halnya mata pelajaran yang lain, Geografi juga seringkali dirasakan sulit oleh para siswa karena objek yang dipelajari tidak berada di hadapan langsung peserta didik. Pada tugas akhir ini dilakukan penelitian mengenai penerapan gamifikasi pada pembelajaran Geografi dengan menggunakan visual novel yang bertujuan untuk meningkatkan motivasi belajar. Gamifikasi bisa dilakukan karena memiliki elemen, estetik, mekanik dan pemikiran game untuk mendorong pembelajaran. Gamifikasi sendiri merupakan integrasi mekanik game dan pemikiran game ke dalam sesuatu yang bukan game. Visual novel merupakan salah satu genre dari video game yaitu adventure karena visual novel memiliki alur cerita untuk dieksplorasi. Tugas akhir ini bertujuan untuk membuat sebuah visual novel yang interaktif dengan tema Geografi dan melakukan penelitian manfaat visual novel pada edukasi. Pembuatan visual novel ini menggunakan game engine Ren’py. Pada visual novel berjudul “Providence” ini dirancang 3 chapter, masing-masing dengan tema proses terjadinya bumi, gunung api dan gempa bumi. Setelah visual novel selesai dibuat maka dilakukan survei berdasarkan IMMS, yaitu sebuah survei yang menilai atau mengukur motivasi. Survei terdiri dari pre-test dan post-test. Setiap survei memiliki 36 butir pertanyaan. Survei tersebut menggunakan indikator yang mengacu kepada ARCS Model yaitu Attention, Relevance, Confidence dan Satisfaction. Pertanyaan sejumlah 36 butir tersebut merupakan gabungan dari 4 indikator dimaksud. Hasil survei dianalisa menggunakan uji normalitas Shapiro-Wilk dan dilanjutkan dengan uji non parametrik dengan Wilcoxon. Kesimpulan dari penelitian ini adalah visual novel “Providence” berdampak signifikan terhadap motivasi responden. / According to research it was found there were learning difficulties in private and public schools. In the research it was found that the students’s struggling were the cause of the lack of activeness during the learning. One of the importance of learning geography is to encourage student to understand the physical processes that shape the pattern of the earth’s surface, characteristics and ecological spatial distribution on earth. Like other subjects, geography is also often perceived as difficult by students because the objects studied are not in the direct presence of the students. Hence in this final project research on gamification application about geography learning using visual novels to increase learning motivation is conducted. Gamification can be done because it has element, aesthetic, mechanic and game thought to encourage learning. Gamification itself is the integration of game mechanics and game thought into non-game things. Visual novel is one of video game genre which is adventure video game because visual novel have a storyline to explore. This thesis purpose is to create an interactive visual novel with geography as the theme and do research of visual novel benefit for education. Production of the visual novel use Ren’py as game engine. On the “Providence” visual novel there are 3 chapter with each themes as process occur on earth, volcano and earthquakes. After the visual novel successfully made a survey were carried out based on IMMS which is a survei to evaluate or assess motivation. The survey consists of pre-test and post-test. Each survey had 36 questions based on IMMS refer to the ARCS Model, namely Attention, Relevance, Confidence and Satisfaction. The 36 questions were a combination of the 4 indicators. The result will be measured for evaluate the benefit of visual novel toward education. A survey test will be carried out with normality test by Shapiro-Wilk and continued with nonparametric test by Wilcoxon. The conclusion for the thesis is the “Providence” game have significant impact toward respondent motivation.
Item Type: | Thesis (Bachelor) | ||||||||||||
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Uncontrolled Keywords: | Gamification; visual novel; Geography; motivation | ||||||||||||
Subjects: | Q Science > Q Science (General) Q Science > QA Mathematics Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
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Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics Current > Faculty/School - UPH Karawaci > School of Information Science and Technology > Informatics |
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Depositing User: | Felix Marcellinus | ||||||||||||
Date Deposited: | 09 Feb 2023 02:14 | ||||||||||||
Last Modified: | 09 Feb 2023 02:14 | ||||||||||||
URI: | http://repository.uph.edu/id/eprint/54147 |
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