Analisis Peningkatan Motivasi Intrinsik dan Performa Belajar Siswa melalui Adaptive Game-Based Learning berbasis Dynamic Difficulty Adjustment

Nurhalimah, Aisyah (2026) Analisis Peningkatan Motivasi Intrinsik dan Performa Belajar Siswa melalui Adaptive Game-Based Learning berbasis Dynamic Difficulty Adjustment. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Indonesia memiliki kekayaan warisan budaya yang telah berkembang selama berabad-abad, salah satunya aksara Jawa sebagai representasi grafis bahasa Jawa sekaligus bagian dari identitas budaya nasional. Namun, kelestariannya kini terancam akibat menurunnya minat generasi muda. Penelitian ini menguji hubungan adaptive Game-Based Learning (GBL) yang mengintegrasikan mekanisme Dynamic Difficulty Adjustment (DDA) berbasis rule pada aplikasi gim edukasi JAWARA, yang menyesuaikan jumlah pilihan jawaban (N) secara otomatis berdasarkan combo dan response time siswa. Penelitian menggunakan desain kuasi-eksperimen dengan tiga kelompok, konvensional (K, jumlah subjek=9), GBL tanpa DDA (J, jumlah subjek=10), dan GBL dengan DDA (D, jumlah subjek=11) yang diukur melalui kuesioner Intrinsic Motivation Inventory (IMI) dan tes aksara Jawa pada kondisi pretest-posttest. Verifikasi mekanisme DDA melalui pendekatan rekonstruksi data log dan pemeriksaan kepatuhan aturan secara bertahap, menghasilkan rule compliance rate sebesar 100% (33/33) pada data uji coba awal dan 80,0% (60/75) pada data eksperimen utama. Hasil menunjukkan Kelompok D memiliki rata-rata akurasi jawaban yang lebih tinggi (0,844 ± 0,072), serta berhasil mencapai level tertinggi permainan, dibanding 90% pada Kelompok J. Pada dimensi motivasi intrinsik, Kelompok D menunjukkan peningkatan Perceived Competence (+1,05) dan penurunan Pressure/Tension (-1,32) yang lebih baik dibanding Kelompok J (+0,34 dan -1,41), meskipun peningkatan Interest/Enjoyment pada Kelompok D (+1,78) sedikit lebih rendah dibanding Kelompok J (+2,37). Tidak ditemukan korelasi signifikan antara performa bermain dan perubahan motivasi pada tingkat individu. Secara keseluruhan, mekanisme DDA berbasis rule terbukti berjalan sesuai rancangan dan berkaitan dengan performa belajar yang lebih baik dari pada Kelompok D.
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Indonesia possesses a rich cultural heritage that has evolved over centuries, one of which is the Javanese script, which serves as both a graphic representation of the Javanese language and a component of the nation’s cultural identity. However, its survival is now threatened by a decline in interest among the younger generation. This study examined the impact of Adaptive Game-Based Learning (GBL) that integrates a rule-based Dynamic Difficulty Adjustment (DDA) mechanism into the JAWARA educational game app, which automatically adjusts the number of answer choices (N) based on students’ combos and response times. The study employed a quasi-experimental design with three groups: conventional (K, n = 9), GBL without DDA (J, n = 10), and GBL with DDA (D, n = 11). Outcomes were measured using the Intrinsic Motivation Inventory (IMI) questionnaire and a Javanese script test in a pretest-posttest condition. Verification of the DDA mechanism through a log data reconstruction approach and stepwise rule compliance checks yielded a rule compliance rate of 100% (33/33) in the preliminary test data and 80.0% (60/75) in the main experimental data. The results showed that Group D had a higher average answer accuracy (0.844 ± 0.072) and successfully reached the highest level of the game, compared to 90% in Group J. In terms of intrinsic motivation, Group D showed a greater increase in Perceived Competence (+1.05) and a greater decrease in Pressure/Tension (-1.32) compared to Group J (+0.34 and -1.41), although the increase in Interest/Enjoyment in Group D (+1.78) was slightly lower than that in Group J (+2.37). No significant correlation was found between game performance and changes in motivation at the individual level. Overall, the rule-based DDA mechanism was shown to function as designed and was associated with better learning performance than Group D.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Aksara Jawa, Dynamic Difficulty Adjustment, Game-Based Learning, Motivasi Intrinsik, Performa Belajar, Javanese script, Dynamic Difficulty Adjustment, Game-Based Learning, Intrinsic Motivation, Learning Performance.
Subjects: T Technology > T Technology (General)
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis
Depositing User: Aisyah Nurhalimah
Date Deposited: 02 Aug 2026 14:44
Last Modified: 02 Aug 2026 14:44
URI: http://repository.its.ac.id/id/eprint/141987

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