Saputro, Prabu Haryo (2026) PERANCANGAN GAME EDUKASI MATEMATIKA SEBAGAI MEDIA PEMBELAJARAN PADA SISWA KELAS 4 SEKOLAH DASAR. Diploma thesis, POLITEKNIK NEGERI MEDIA KREATIF.
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Abstract
Many fourth-grade elementary school students experience difficulties in understanding fraction concepts, indicating the need for more engaging and interactive learning media. This study aims to develop Mathventure, a Unity-based educational Game designed to support fraction learning for fourth-grade students. The research employed the Game Development Life Cycle (GDLC) method, consisting of the initiation, pre-production, production, testing, beta, and release stages. Data were collected through observation, interviews, literature review, the USE Questionnaire, and pre-test and post-test involving 25 students. The results show that Mathventure was successfully developed and functioned as intended. The average student score increased from 52.4 in the pre-test to 80.8 in the post-test, with an N-Gain score of 0.59, indicating a moderate improvement. The usability evaluation achieved a score of 78.41%, which falls into the very feasible category. Therefore, Mathventure can serve as an alternative learning medium to improve students' understanding of fraction concepts.
Keywords: Educational Game, Mathventure, Unity, Android, Fractions, GDLC.
Kesulitan siswa kelas IV Sekolah Dasar dalam memahami materi pecahan menunjukkan perlunya media pembelajaran yang lebih interaktif dan menarik. Penelitian ini bertujuan mengembangkan Game edukasi berbasis bernama Mathventure sebagai media pembelajaran materi pecahan. Metode yang digunakan adalah Game Development Life Cycle (GDLC) yang terdiri atas tahap initiation, pre-production, production, testing, beta, dan release. Pengumpulan data dilakukan melalui observasi, wawancara, studi pustaka, kuesioner USE Questionnaire, serta pre-test dan post-test terhadap 25 siswa. Hasil penelitian menunjukkan bahwa Game Mathventure berhasil dikembangkan dan berfungsi dengan baik. Nilai rata-rata siswa meningkat dari 52,4 pada pre-test menjadi 80,8 pada post-test dengan nilai N-Gain sebesar 0,59 yang termasuk kategori sedang. Hasil pengujian kelayakan memperoleh persentase sebesar 78,41% sehingga termasuk kategori sangat layak. Dengan demikian, Mathventure dapat dimanfaatkan sebagai media pembelajaran alternatif yang membantu meningkatkan pemahaman siswa terhadap materi pecahan.
Kata Kunci: Game Edukasi, Mathventure, Unity, Android, Pecahan, GDLC
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Sari Setyaning Tyas, S.Kom., M.Ti. selaku Pembimbing Utama 2. Andriyana, S.Pd., M.Pd. selaku Pembimbing Penulisan |
| Uncontrolled Keywords: | Keywords: Educational Game, Mathventure, Unity, Android, Fractions, GDLC. Kata Kunci: Game Edukasi, Mathventure, Unity, Android, Pecahan, GDLC |
| Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 000 Ilmu komputer, informasi dan pekerjaan umum 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: | Mr. PRABU HARYO SAPUTRO |
| Date Deposited: | 11 Aug 2026 04:39 |
| Last Modified: | 11 Aug 2026 04:39 |
| URI: | https://repository.polimedia.ac.id/id/eprint/5587 |
