Alfan, Muhammad Bahauddin (2024) Analisis Efektivitas Pembelajaran Mobile Game-Based Learning Melalui Modifikasi Fingerstroke Level Model-GOMS. Masters thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Perkembangan gim digital telah mencapai kemajuan signifikan, tidak hanya sebagai alat hiburan tetapi juga sebagai media pembelajaran atau dikenal sebagai Digital Game-based Learning (DGBL). DGBL telah terbukti meningkatkan motivasi belajar siswa dan partisipasi aktif dalam proses pembelajaran. Penelitian ini berfokus pada integrasi DGBL dengan mobile learning (mLearning), yang menciptakan lingkungan yang memfasilitasi akses yang lebih luas dan fleksibel ke sumber belajar melalui perangkat seluler. Meskipun terdapat banyak potensi, pengukuran efektivitas dan kebergunaan (usability) dari pembelajaran berbasis gim ini sering terbatas pada metode pengukuran tidak langsung, seperti kuesioner dan observasi pasca-pembelajaran. Penelitian ini mengusulkan penggunaan pendekatan pengukuran langsung (direct measurement) melalui model Fingerstroke Level Model-GOMS (FLM-GOMS), yang mendefinisikan waktu eksekusi dari operasi perangkat masukan mobile. Penelitian ini bertujuan untuk menciptakan alat pengukuran yang lebih obyektif yang dapat mencatat data kuantitatif dari interaksi pengguna secara real-time selama sesi permainan. Untuk memahami perilaku digital siswa lebih dalam, penelitian ini mengimplementasikan in-game experience questionnaire (iGEQ). Hasil analisis ANOVA kuesioner pre-test, iGEQ, dan post-test menunjukkan bahwa terdapat perbedaan signifikan dalam tingkat ketegangan (Tension) dan tantangan (Challenge) yang dirasakan oleh partisipan. Modifikasi FLM-GOMS untuk mengukur efisiensi pembelajaran yang mengintegrasikan upaya kognitif dan dinamika interaksi memberikan penilaian yang lebih akurat dibandingkan model sederhana. Meskipun antara model efisiensi pembelajaran dengan model hasil modifikasi konsisten dalam penilaian keseluruhan, modifikasi FLM-GOMS memberikan ukuran efisiensi belajar yang lebih sensitif.
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The development of digital games has made significant advances, not only as a tool for entertainment but also as a medium for learning, known as Digital Game-based Learning (DGBL). DGBL has been proven to enhance students' learning motivation and active participation in the learning process. This study focuses on the integration of DGBL with mobile learning (mLearning), creating an environment that facilitates broader and more flexible access to learning resources through mobile devices. Despite its potential, the measurement of the effectiveness and usability of game-based learning often relies on indirect methods, such as questionnaires and post-learning observations. This research proposes the use of a direct measurement approach through the Fingerstroke Level Model-GOMS (FLM-GOMS) model, which defines the execution time of mobile input device operations. The aim of this study is to develop a more objective measurement tool that can record quantitative data from user interactions in real-time during game sessions. To gain a deeper understanding of students' digital behavior, the study implements the in-game experience questionnaire (iGEQ). The results of the ANOVA analysis of pre-test, iGEQ, and post-test questionnaires show significant differences in the levels of tension and challenge experienced by participants. Modifying FLM-GOMS to measure learning efficiency, which integrates cognitive effort and interaction dynamics, provides a more accurate assessment compared to simpler models. Although the learning efficiency model and the modified model are consistent in overall assessment, the modified FLM-GOMS offers a more sensitive measure of learning efficiency.
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | efektivitas pembelajaran, FLM-GOMS, gim edukasi, in-game questionnaire, digital game-based learning, effectiveness of educational game, FLM-GOMS. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods L Education > LB Theory and practice of education > LB1044.87 Internet in education (e-learning). Virtual reality in education. L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis |
Depositing User: | Muhammad Bahauddin Alfan |
Date Deposited: | 01 Aug 2024 22:51 |
Last Modified: | 01 Aug 2024 22:51 |
URI: | http://repository.its.ac.id/id/eprint/111070 |
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