relation: https://eprints.untirta.ac.id/44894/ title: DEVELOPMENT OF VOCATIONAL GAMES ON THE TIKTOK FILTER WITH THE HELP OF EFFECT HOUSE TO SUPPORT MEASURING LEARNING OUTCOMES creator: PUSPITASARI, INTAN subject: L Education (General) description: In this era of globalization, the rapid development of technology in the world has resulted in changes in the industrial revolution in various fields, one of which is education. The rapid development of information technology in the industrial era 5.0 has caused children to now play electronic devices such as computers, smartphones and the internet more often. Therefore, a fun and non-boring learning media is needed. So it is necessary to conduct a study. The research method applied is development research which is adjusted to the 4D (Four D) development model which consists of four stages, namely (1) defining, (2) designing, (3) developing, (4) disseminating. The product developed from this study is a professional game that uses the TikTok filter which is also the main subject of the study. The methods used to collect data for this study include observational interviews, questionnaires, and media testing test results. The level of feasibility of the learning media was tested with the participation of 2 question instrument experts and 4 media experts, and was used in trials by teachers and students of grades XI and XII of the Electronic Circuit Application Subject, Industrial Electronic Engineering Competence, SMK Negeri 1 Bayah. The results of the research conducted by researchers obtained a score of the feasibility of the material in vocational games utilizing the TikTok filter. Based on question instrument experts, 95% are in the "Very Feasible" category. In this case, the questions in the vocational games in each question indicator are good and suitable for use as learning media. Based on the evaluation of media experts, the level of feasibility of the vocational game learning media is 87.4% in the "Very Feasible" category. In this case, the vocational game learning media in terms of language use, presentation and overall appearance is good and very suitable for use as learning media. Then the results of the vocational game media test obtained 65% of students exceeding the average score. So the vocational game learning media is able to apply the learning outcomes that have been taught into good results and is able to increase students' insight so that they are more active in learning in order to obtain maximum results. date: 2024 type: Thesis type: NonPeerReviewed format: text language: id identifier: https://eprints.untirta.ac.id/44894/1/INTAN%20PUSPITASARI_2283200006_Fulltext.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/2/INTAN%20PUSPITASARI_2283200006_01.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/3/INTAN%20PUSPITASARI_2283200006_02.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/4/INTAN%20PUSPITASARI_2283200006_03.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/5/INTAN%20PUSPITASARI_2283200006_04.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/6/INTAN%20PUSPITASARI_2283200006_05.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/7/INTAN%20PUSPITASARI_2283200006_Reff.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/8/INTAN%20PUSPITASARI_2283200006_lamp.pdf format: text language: id identifier: https://eprints.untirta.ac.id/44894/9/INTAN%20PUSPITASARI_2283200006_CP.pdf identifier: PUSPITASARI, INTAN (2024) DEVELOPMENT OF VOCATIONAL GAMES ON THE TIKTOK FILTER WITH THE HELP OF EFFECT HOUSE TO SUPPORT MEASURING LEARNING OUTCOMES. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.