Hidayah, Syarif (2026) PENGEMBANGAN GAME EDUKASI ROLE-PLAYING GAMES SEBAGAI MEDIA PEMBELAJARAN MATERI RANGKAIAN LISTRIK SISWA KELAS 5 SD. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
Pembelajaran IPA materi rangkaian listrik di Sekolah Dasar sering terkendala sifatnya yang abstrak dan keterbatasan alat peraga fisik. Penelitian ini bertujuan mengembangkan dan menguji kelayakan game edukasi Role-Playing Game (RPG) "Solvey" sebagai media interaktif kelas 5 SD berbasis Kurikulum Merdeka. Metode yang digunakan adalah Game Development Life Cycle (GDLC) dengan engine Unity 2D dan bahasa C#. Data dikumpulkan melalui wawancara, kuesioner System Usability Scale (SUS), serta pre-test dan post-test. Hasil uji fungsionalitas Black Box menunjukkan seluruh fitur sirkuit tarik-kabel berfungsi 100% sukses. Evaluasi usabilitas melalui kuesioner SUS memperoleh skor rata-rata 85,62% (sangat layak). Uji efektivitas kognitif dengan N-Gain menghasilkan rata-rata skor 83,33%, membuktikan peningkatan pemahaman konsep siswa secara signifikan. Kesimpulannya, game "Solvey" efektif dan praktis digunakan sebagai media komplemen digital praktikum kelistrikan di Sekolah Dasar.
Natural Science learning on electrical circuits in Elementary School is often constrained by its abstract nature and the limitations of physical teaching aids. This study aims to develop and test the feasibility of a Role-Playing Game (RPG) educational game titled "Solvey" as an interactive learning medium for 5th-grade students based on the Kurikulum Merdeka. The development method used is the Game Development Life Cycle (GDLC), which includes the initiation, pre-production, production, testing, beta, and release phases. The game was built using the Unity 2D game engine and C# programming language. Data were collected through interviews, System Usability Scale (SUS) questionnaires, as well as pre-tests and post-tests. The functionality test results using Black Box testing showed that all interactive wire-dragging circuit features functioned 100% successfully. The usability evaluation through the SUS questionnaire obtained an average score of 85.62%, placing it in the "excellent" category. Furthermore, the cognitive effectiveness test using N-Gain achieved an average score of 83.33%, proving a significant increase in students' conceptual understanding. In conclusion, the "Solvey" game is effective and practical for use as a digital complementary medium for electrical practicals in Elementary School.
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Tri Fajar Yurmama Supiyanti, S.Kom., M.T, sebagai Dosen Pembimbing I; 2. Nofiandri Setyasmara, S.T., M.T., M.Ak, sebagai Dosen Pembimbing II |
| Uncontrolled Keywords: | Game Edukasi, GDLC, Rangkaian Listrik, Sekolah Dasar Educational Game, RPG, GDLC, Electrical Circuits, Elementary School |
| 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: | Syarif Hidayah |
| Date Deposited: | 06 Aug 2026 02:14 |
| Last Modified: | 06 Aug 2026 02:14 |
| URI: | https://repository.polimedia.ac.id/id/eprint/5993 |
