Yundira Fajriana, YF (2026) PENGEMBANGAN GAME EDUKASI “EDUSMART” UNTUK MENINGKATKAN PEMAHAMAN SISWA DI SD NEGERI 1 KALIGONDANG. Other thesis, Universitas Perwira Purbalingga.
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Abstract
ABSTRAK
Perkembangan teknologi informasi dan komunikasi telah mendorong pem-anfaatan media pembelajaran interaktif untuk meningkatkan kualitas kegiatan bela-jar mengajar. Namun, metode pembelajaran masih menggunakan metoode konven-sional yang sering menyebabkan rendahnya pemahaman siswa terhadap materi pembelajaran yang diajarkan. Penelitian ini bertujuan untuk mengembangkan game edukasi “EduSmart” menggunakan Construct 3 sebagai media pembelajaran untuk meningkatkan pemahaman siswa serta mengukur tingkat kegunaan (usability) menggunakan metode Multimedia Development Life Cycle (MDLC). Pengujian kegunaan dilakukan dengan menggunakan System Usability Scale (SUS) untuk mengetahui tingkat penerimaan pengguna terhadap game yang dikembangkan. Selain itu, efektivitas game untuk meningkatkan pemahaman siswa diukur melalui pre-test dan post-test yang dianalisis dengan menggunakan metode Normalized Gain (N-Gain). Hasil perhitungan System Usablity Scale (SUS), diperoleh nilai rata-rata sebesar 83,4, yang menunjukkan bahwa nilai rata-rata termasuk dalam kat-egori “Sangat Baik”, sehingga dapat diterima dengan baik oleh pengguna. Semen-tara itu, hasil analisis pre-test dan post-test menggunakan perhitungan N-Gain di-peroleh rata-rata nilai sebesar 0,6 yang temasuk dalam kategori peningkatan pema-haman “Sedang”.
Kata kunci: Game edukasi, Construct 3, MDLC, System Usability Scale, N-Gain.
ABSTRACT
Advances in information and communication technology have spurred the use of interactive learning media to improve the quality of teaching and learning activities. However, teaching methods still rely on conventional approaches, which often result in low levels of student comprehension of the material being taught. This study aims to develop the “EduSmart” educational game using Construct 3 as a learning medium to improve student understanding and measure its usability us-ing the Multimedia Development Life Cycle (MDLC) method. Usability testing was conducted using the System Usability Scale (SUS) to determine the level of user acceptance of the developed game. In addition, the game’s effectiveness in improv-ing students’ understanding was measured through pre-tests and post-tests analyzed using the Normalized Gain (N-Gain) method. The System Usability Scale (SUS) calculation yielded an average score of 83.4, indicating that the average score falls into the “Very Good” category, meaning it was well-received by users. Meanwhile, the analysis of the pre-test and post-test results using the N-Gain calculation yielded an average score of 0.6, which falls into the “Moderate” category for improvement in understanding.
Keywords: Educational games, Construct 3, MDLC, System Usability Scale, N-Gain.
| Item Type: | Thesis (Other) |
|---|---|
| Subjects: | L Education > L Education (General) L Education > LT Textbooks Z Bibliography. Library Science. Information Resources > ZA Information resources Z Bibliography. Library Science. Information Resources > ZA Information resources > ZA4050 Electronic information resources |
| Divisions: | Fakultas Sains dan Teknik > Informatika (Pemrograman) |
| Depositing User: | Unnamed user with email perpustakaan@unperba.ac.id |
| Date Deposited: | 30 Sep 2026 04:28 |
| Last Modified: | 30 Sep 2026 04:28 |
| URI: | https://eprints.unperba.ac.id/id/eprint/599 |
