Susilo, Fernandio Farrel Putra (2026) Integrasi Gamifikasi pada Platform Edukatif Berbasis Web untuk Mendukung Literasi Ekonomi Syariah Siswa. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Indonesia merupakan negara berpopulasi Muslim terbesar di dunia, namun literasi ekonomi syariah nasional masih rendah dengan indeks hanya 39,11% menurut Survei Nasional Literasi dan Inklusi Keuangan (SNLIK) OJK tahun 2024, sementara metode pembelajaran konvensional yang monoton kurang relevan dengan karakteristik siswa yang menyukai konten digital interaktif. Tugas akhir ini bertujuan mendukung literasi ekonomi syariah siswa jenjang Sekolah Menengah Pertama (SMP) melalui pengembangan platform edukatif berbasis web yang mengintegrasikan gamifikasi secara mendalam, menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE serta arsitektur Next.js dan Firebase berpendekatan micro-learning. Integrasi gamifikasi dirancang berlapis, yaitu elemen Points, Badges, dan Leaderboard (PBL) sebagai fondasi motivasi, sedangkan mekanika permainan interaktif menjadi pembeda utama yang mengubah aktivitas evaluasi menjadi pengalaman bermain, meliputi Drag and Drop sebagai mekanika utama untuk klasifikasi konsep, Word Search untuk pengenalan istilah, dan True or False untuk meluruskan miskonsepsi. Platform diujicobakan pada siswa MTs Nasyrul Ulum Grobogan. Seluruh 42 skenario fungsional black-box lolos 100% dan pengujian non-fungsional berbasis ISO/IEC 25010 memenuhi aspek kompatibilitas, keandalan, performa, serta skalabilitas dengan rasio kegagalan 0,00% pada beban 1.000 pengguna virtual. Uji penerimaan memperoleh skor UAT 4,24 dari 5,00 dan SUS 63,28 yang berkategori Good, dengan elemen gamifikasi tertinggi pada lencana yaitu 4,69 serta poin dan papan peringkat yaitu 4,38. Evaluasi efektivitas melalui Normalized Gain (N-Gain) menghasilkan nilai 0,62 yaitu berkategori Sedang pada kelompok eksperimen berbanding -0,02 yaitu berkategori Rendah pada kelompok kontrol, signifikan melalui uji Wilcoxon signed-rank dengan nilai p = 0,005 dengan ukuran efek Cohen's d dengan nilai 0,80 berkategori besar. Dengan demikian, integrasi gamifikasi pada platform berbasis web ini terbukti valid, praktis, dan efektif dalam mendukung literasi ekonomi syariah siswa jenjang menengah pertama.
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Indonesia has the world's largest Muslim population, yet its national sharia economic literacy remains low, with an index of only 39,11% according to the 2024 National Survey of Financial Literacy and Inclusion (SNLIK) by the Financial Services Authority (OJK), while monotonous conventional learning methods are less relevant to the characteristics of students who prefer interactive digital content. This final project aims to support the sharia economic literacy of junior high school (SMP) students through the development of a web-based educational platform that deeply integrates gamification, using the Research and Development (R&D) method with the ADDIE development model and a Next.js-Firebase architecture with a micro-learning approach. The gamification integration is designed in layers which are Points, Badges, and Leaderboard (PBL) elements that serves as a motivational foundation, while interactive game mechanics become the main differentiator that transforms evaluation activities into a play experience, comprising Drag and Drop as the primary mechanic for concept classification, Word Search for term recognition, and True or False for correcting misconceptions. The platform was trialed with students of MTs Nasyrul Ulum Grobogan. All 42 black-box functional scenarios passed at 100%, and non-functional testing based on ISO/IEC 25010 satisfied the compatibility, reliability, performance, and scalability aspects, with a 0,00% failure rate under a load of 1.000 virtual users. Acceptance testing obtained a UAT score of 4,24 out of 5,00 and a SUS score of 63,28, which falls into the Good category, with gamification elements scoring highest on the badges at 4,69 and the points and leaderboard system at 4,38. The effectiveness evaluation using Normalized Gain (N-Gain) yielded a value of 0,62, which falls into the Medium category, for the experimental group compared with -0,02, which falls into the Low category, for the control group, proven significant through the Wilcoxon signed-rank test with a value of p = 0,005 and a Cohen's d effect size value of 0,80 in the large category. Thus, the gamification integration in this web-based platform is proven valid, practical, and effective in supporting the sharia economic literacy of junior high school students.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | ADDIE, Gamifikasi, Learning Management System, Literasi Ekonomi Syariah, Normalized Gain, Gamification, Sharia Economic Literacy |
| Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools T Technology > TK Electrical engineering. Electronics Nuclear engineering > TK105.8883 Web authoring software (include web server) |
| Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis |
| Depositing User: | Fernandio Farrel Putra Susilo |
| Date Deposited: | 27 Jul 2026 03:46 |
| Last Modified: | 27 Jul 2026 03:46 |
| URI: | http://repository.its.ac.id/id/eprint/137648 |
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