Ghiffari, Mochamad Haikal (2022) Eduworld : Gim Turn-Based Rpg Untuk Kuis Edukasi Berbasis Mobile. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Kuis merupakan salah satu media untuk mengevaluasi pembelajaran. Salah satu cara untuk membuat kuis menyenangkan adalah dengan dibentuknya gim dengan tujuan implementasi kuis edukasi. Pembelajaran berbasis gim atau Game-Based Learning dapat meningkatkan motivasi serta efektivitas dalam pembelajaran. Ragam gim yang dikembangkan untuk implementasi kuis ini adalah gim permainan peran atau Role Playing Game. Tugas Akhir ini berfokus dalam pembuatan gim yang berjudul “EduWorld”. Eduworld merupakan gim permainan peran yang mengimplementasikan kuis edukasi dalam bentuk turn-based combat berbasis mobile. Implementasi kuis edukasi dilakukan kedalam game dengan cara membuat persyaratan sebelum pemain dapat melakukan aksi dalam sebuah giliran. Persyaratan tersebut mengharuskan pemain menjawab pertanyaan kuis terlebih dahulu. Hasil pengujian unsur edukasi pada game EduWorld ini diuji menggunakan pretest dan posttest. Responden dihitung dan dibandingkan sebelum dan sesudah memainkan game EduWorld. Nilai berpasangan ini kemudian dibandingkan dan diuji menggunakan metode uji Wilcoxon. Hasil uji tersebut menunjukkan adanya pengaruh game EduWorld dalam peningkatan pengetahuan serta kecepatan menjawab responden.
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Quiz is one of the media to evaluate the learning process. One way to make quizzes fun is to create games with the aim of implementing educational quizzes. Game-based learning can increase motivation and effectiveness in learning. The variety of games developed for the implementation of this quiz is a Role Playing Game (RPG). This Final Project focuses on making a game titled "EduWorld". Eduworld is a role-playing game that implements an educational quiz in the form of mobile-based turn-based combat. The implementation of educational quizzes is carried out into the game by making requirements before players can perform actions in a turn of a turn. These requirements are answering quiz questions first. The test results of the educational element in this EduWorld game were tested using pretest and posttest. Respondents were counted and compared before and after playing the EduWorld game. These values were then compared and tested using the Wilcoxon test method. The test results show the effect of the EduWorld game in increasing the respondent’s knowledge and respondents speed in answering question.
| Item Type: | Thesis (Other) |
|---|---|
| Additional Information: | RSIf 003.3 Ghi e-1 2022 |
| Uncontrolled Keywords: | Edukasi, EduWorld, Kuis, Role Playing Game, Turn-Based Combat. Education, EduWorld, Quiz, Role Playing Game, Turn-Based Combat. |
| Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
| Depositing User: | Mr. Marsudiyana - |
| Date Deposited: | 26 May 2026 02:20 |
| Last Modified: | 26 May 2026 02:20 |
| URI: | http://repository.its.ac.id/id/eprint/133421 |
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