Lubis, Marcello Ezra Andilolo (2026) Rancang Bangun Role-Playing Game Edukasi Interaksi Sosial Berbasis Rutinitas di Sekolah untuk Siswa Sekolah Dasar. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Perkembangan teknologi digital membuka peluang baru dalam pendidikan melalui game edukasi yang dirancang untuk mendukung pengembangan keterampilan sosial-emosional dan manajemen waktu siswa sekolah dasar. Penelitian ini bertujuan merancang Role-Playing Game (RPG) berbasis rutinitas sekolah yang mengintegrasikan edukasi interaksi sosial dan manajemen waktu ke dalam gameplay. Metodologi penelitian memadukan pendekatan Design-Based Research (DBR) dengan Game Development Life Cycle (GDLC) untuk menghasilkan pengembangan produk yang iteratif dan berbasis masukan pengguna. Fase pengembangan meliputi initiation, pre-production, production, alpha testing, beta testing, dan user acceptance testing (UAT). Game dibangun menggunakan Godot Engine versi 4.6, yang dioptimalkan untuk perangkat Android berspesifikasi rendah agar lebih mudah diakses oleh siswa. Hasil penelitian menunjukkan game berhasil dikembangkan dengan mekanika inti berupa sistem dialog pilihan, perkembangan hubungan, serta struktur empat periode harian (satu Action Point per periode). Desain disederhanakan menggunakan pendekatan design by subtraction agar fokus pada pesan edukasi tetap terjaga. Tiga fase pengujian mengonfirmasi kelayakan game: Alpha testing memastikan fungsi kritis berjalan baik setelah satu iterasi; Beta testing (14 siswa) meraih rata-rata kepuasan 4,39/5; dan UAT (13 siswa) memperoleh skor 4,46/5, dengan seluruh respons positif di atas ambang 60%. Dengan demikian, penelitian ini berhasil menghasilkan RPG edukasi yang diterima oleh siswa sekolah dasar sebagai penggunanya.
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The advancement of digital technology has opened new opportunities in education through educational games that offer new opportunities to develop elementary students' social-emotional and time management skills. This research aims to design a school-routine-based Role-Playing Game (RPG) that integrates these educational elements into its gameplay. The methodology combines Design-Based Research (DBR) and the Game Development Life Cycle (GDLC) through initiation, pre-production, production, alpha, beta, and user acceptance testing (UAT). The game was built using Godot Engine 4.6 and optimized for low-spec Android devices to ensure broad accessibility. The results show that the game was successfully built, integrating social interaction and time management education into its core mechanics: a choice-based dialogue system, a relationship progression system, and a four-period daily structure with one Action Point per period. A "design by subtraction" approach simplified the gameplay to maintain educational focus. Three testing phases confirmed the game's feasibility and acceptance: Alpha testing ensured critical functions worked after one iteration; Beta testing (14 students) achieved a 4.39/5 average satisfaction; and UAT (13 students) scored 4.46/5, with all items exceeding the 60% positive-response threshold. The research therefore produced an educational RPG accepted by elementary school students as its users.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | Role-playing Game, Game Edukasi, Interaksi Sosial, Manajemen Waktu, Sekolah Dasar, Role-playing Game, Educational Game, Social Interaction, Time Management, Elementary School |
| Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.15 Mobile games. L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods L Education > LB Theory and practice of education > LB1501 Primary Education |
| Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis |
| Depositing User: | Marcello Ezra Andilolo Lubis |
| Date Deposited: | 29 Jul 2026 07:29 |
| Last Modified: | 29 Jul 2026 07:29 |
| URI: | http://repository.its.ac.id/id/eprint/139048 |
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