Syabana, Muhammad Riza (2026) Rancang Bangun Game Edukasi EcoHero Menggunakan Metode GDLC untuk Meningkatkan Kesadaran Memilah Sampah pada Siswa SMPIT Al-Azhar. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
The low awareness of waste segregation among students at SMPIT Al-Azhar Jagakarsa prompted the development of a 2D Android-based educational game named EcoHero. Designed using the Game Development Life Cycle (GDLC) method, this game serves as a supporting media for Science learning to support the Healthy School Movement program. The content covers organic, inorganic, and hazardous (B3) waste segregation across seven educational pages and four mini-games. Feasibility was tested using the System Usability Scale (SUS), while effectiveness was analyzed using Normalized Gain (N-Gain) based on pre-test and post-test scores of 28 students. Validation results showed 95% (highly feasible) from the material expert and 90% (highly feasible) from the media expert. The SUS test scored 85.27 (Excellent category). The effectiveness test demonstrated an increase in mean scores from 75.24 to 93.33, with an N-Gain score of 0.73 (High criteria). In conclusion, EcoHero is proven feasible and effective in increasing students' waste segregation awareness.
Keywords: Educational Game, EcoHero, GDLC, Waste Segregation, Healthy School Movement, SUS, N-Gain.
Rendahnya kesadaran memilah sampah siswa SMPIT Al-Azhar Jagakarsa melatarbelakangi pengembangan game edukasi 2D Android EcoHero. Game dirancang menggunakan metode Game Development Life Cycle (GDLC) sebagai media pendukung pembelajaran IPA guna menyukseskan program Gerakan Sekolah Sehat. Materi mencakup pemilahan sampah organik, anorganik, dan B3 melalui tujuh halaman edukasi dan empat mini-game. Kelayakan diuji melalui System Usability Scale (SUS), sedangkan efektivitasnya dianalisis dengan Normalized Gain (N-Gain) berdasarkan pre-test dan post-test pada 28 siswa. Hasil validasi ahli materi mencapai 95% (sangat layak) dan ahli media 90% (sangat layak). Pengujian SUS menghasilkan skor 85,27 (kategori Excellent). Uji efektivitas menunjukkan peningkatan nilai rata-rata dari 75,24 menjadi 93,33 dengan nilai N-Gain 0,73 (kriteria "Tinggi"). Kesimpulannya, EcoHero terbukti layak dan efektif meningkatkan kesadaran siswa memilah sampah.
Kata Kunci: Game Edukasi, EcoHero, GDLC, Memilah Sampah, Gerakan Sekolah Sehat, SUS, N-Gain.
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Deni Kuswoyo, S.Kom., M.Kom., selaku Dosen Pembimbing I; 2. Sari Setyaning Tyas, S.Kom., M.TI., selaku Dosen Pembimbing II. |
| Uncontrolled Keywords: | Keywords: Educational Game, EcoHero, GDLC, Waste Segregation, Healthy School Movement, SUS, N-Gain. Kata Kunci: Game Edukasi, EcoHero, GDLC, Memilah Sampah, Gerakan Sekolah Sehat, SUS, N-Gain. |
| Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data 600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi |
| Divisions: | Jurusan Desain > Program Studi Teknologi Rekayasa Multimedia |
| Depositing User: | MUHAMMAD RIZA SYABANA |
| Date Deposited: | 04 Aug 2026 07:14 |
| Last Modified: | 04 Aug 2026 07:14 |
| URI: | https://repository.polimedia.ac.id/id/eprint/4920 |
