PENGEMBANGAN GAME EDUKASI INTERAKTIF “DUNIA CERIA BENTUK BANGUN” UNTUK MENINGKATKAN PEMAHAMAN ANAK STUDI LITERATUR : TK AISYIYAH SIRONGGE

Syifa Purochita, SP (2026) PENGEMBANGAN GAME EDUKASI INTERAKTIF “DUNIA CERIA BENTUK BANGUN” UNTUK MENINGKATKAN PEMAHAMAN ANAK STUDI LITERATUR : TK AISYIYAH SIRONGGE. Other thesis, Universitas Perwira Purbalingga.

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Abstract

ABSTRAK
Penelitian ini bertujuan membuat game edukasi menggunakan Scratch sebagai alat belajar tentang bangun datar untuk anak Taman Kanak-Kanak, mengevaluasi apakah media tersebut layak digunakan, serta mengamati peningkatan pemahaman anak setelah menggunakan media tersebut. Penelitian ini menggunakan metode ADDIE yang terdiri dari lima tahap, yaitu Analisis, Perancangan, Pengembangan, Implementasi, dan Evaluasi. Pengujian sistem dilakukan dengan metode Black Box Testing untuk memastikan semua fungsi dan fitur dalam game berjalan sesuai dengan perencanaan yang telah ditetapkan. Data diperoleh dengan cara mengamati, berbicara langsung, memvalidasi dari ahli media dan ahli materi, serta melakukan tes awal dan tes akhir. Hasil penelitian menunjukkan bahwa validasi dari para ahli media mendapatkan persentase 88% dengan kategori Sangat Baik, sedangkan validasi dari para ahli materi mencapai 92% dengan kategori Sangat Baik. Hasil uji black box menunjukkan semua fitur dalam game berjalan lancar sesuai dengan fungsi yang sudah direncanakan. Hasil pretest dan posttest menunjukkan rata-rata nilai 90 dengan kategori Sangat Paham, yang menunjukkan bahwa pemahaman anak meningkat setelah menggunakan media. Berdasarkan hasil tersebut, game edukasi yang menggunakan Scratch dianggap cocok dan berhasil sebagai sarana belajar tentang bentuk bangun datar bagi anak-anak Taman Kanak-Kanak.
Kata kunci: Game Edukasi, Scratch, ADDIE, Black Box Testing, Bangun Datar.

ABSTRACT
This study is about creating an educational game with Scratch to help kindergarten kids learn about two-dimensional shapes.It also checks if the game is a good teaching tool and looks at how well the kids understand the shapes after playing the game. This study used the ADDIE model, which has five steps: Analysis, Design, Development, Implementation, and Evaluation. System testing was done with the Black Box Testing approach to make sure every part of the game worked as it was meant to according to the original plan. Data was gathered by observing, talking to people, getting feedback from experts in media and materials, and using tests before and after to check the results. The results showed that when media experts checked the work, they gave it an 88% score, which is considered Very Good.Similarly, when material experts evaluated it, they scored it 92%, which is also Very Good. The Black Box Testing results showed that every feature of the game worked as it was meant to. The pretest and posttest results showed an average score of 90, which is considered Very Good Understanding, showing that the children's understanding improved after using the media. Based on these results, the Scratch-based educational game is seen as a workable and helpful tool for teaching two-dimensional shapes to kindergarten children.
Keywords: Educational Game, Scratch, ADDIE, Black Box Testing, Two-Dimensional Shapes.

Item Type: Thesis (Other)
Subjects: H Social Sciences > H Social Sciences (General)
L Education > L Education (General)
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: Fakultas Sains dan Teknik > Informatika (Pemrograman)
Depositing User: Unnamed user with email perpustakaan@unperba.ac.id
Date Deposited: 30 Sep 2026 07:19
Last Modified: 30 Sep 2026 07:19
URI: https://eprints.unperba.ac.id/id/eprint/603

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