Saputra, David (2025) PERANCANGAN APLIKASI ANDROID GAME-BASED LEARNING DENGAN GENRE RPG UNTUK SEKOLAH MENENGAH ATAS DAN SEDERAJAT. S1 thesis, FAKULTAS TEKNIK UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
This research aims to research and develop a game-based learning android application that applies two learning materials in one application named Kerris of Knowledge. The software used to do this is Unity and also Blender as Asset Creation Software, the method used for this research is Research & Development and applies the Game Development Life Cycle (GDLC) development model. GDLC has several stages, namely, Initiation, Pre-Production, Production, Testing, Beta and Release. As well as the evaluation method used by using Pre-Test and Post-Test related to the material tested, using Black Box Testing to test the feasibility of the application and using an assessment questionnaire related to the application conducted by students who are tested. The results of testing the application using black box testing state that the application is feasible to use. While research based on Beta Testing with Pre-Test and Post-test stated that this application is effective to be used as a learning media with the results of an increase in value of 32.75% from the Pre-Test results for English material and an increase in value of 28.58% from the Pre-Test value. The application also received an overall rating of 3.86 out of 5. Thus the results of research related to the Kerris of Knowledge application can be used as a learning media used by high school students and equivalent.
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Penelitian ini bertujuan untuk meneliti dan mengembangkan aplikasi android game based Learning yang menerapkan dua materi pembelajaran dalam satu aplikasi Bernama Kerris of Knowledge. Software yang digunakan untuk melakukan adalah Unity dan juga Blender sebagai Software Pembuatan Aset, metode yang digunakan untuk penelitian ini adalah Research & Development dan menerapkan model pengembangan Game Development Life Cycle (GDLC). GDLC memiliki beberapa tahapan yakni, Initiation, Pre-Production, Production, Testing, Beta dan Release. Serta metode evaluasi yang digunakan dengan menggunakan Pre-Test dan Post-Test terkait materi yang diuji, menggunakan Black Box Testing untuk menguji kelayakan aplikasi serta menggunakan kuesioner pernilaian terkait aplikasi yang dilakukan oleh siswa yang dilakukan pengujian. Hasil Pengujian aplikasi dengan menggunakan black box testing menyatakan bahwa aplikasi layak untuk digunakan. Sedangkan penelitian berdasarkan pengujian Beta Testing dengan Pre-Test dan Post-test dinyatakan bahwa aplikasi ini efektif untuk digunakan sebagai media pembelajaran dengan hasil peningkatan nilai sebesar 32,75% dari hasil Pre-Test untuk materi Bahasa Inggris dan peningkatan nilai sebesar 28,58% dari nilai Pre-Test. Aplikasi juga mendapatkan rating keseluruhan sebesar 3,86 dari 5. Dengan demikian hasil penelitian terkait aplikasi Kerris of Knowledge dapat digunakan sebagai media pembelajaran yang digunakan oleh siswa Sekolah Menengah Atas dan Sederajat. | |||||||||
Uncontrolled Keywords: | Android, Game, Game Edukasi, Game Development, GDLC, Android Game, Unity Engine | |||||||||
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education Q Science > QA Mathematics > QA75 Electronic computers. Computer science T Technology > T Technology (General) |
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Divisions: | 03-Fakultas Teknik 03-Fakultas Teknik > 55201-Jurusan Teknik Informatika |
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Depositing User: | DAVID SAPUTRA | |||||||||
Date Deposited: | 31 Jul 2025 08:32 | |||||||||
Last Modified: | 31 Jul 2025 08:32 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/53252 |
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