Ihsan, Zikrul (2021) Analisis Efek Pembelajaran Dan Pengalaman Pada Game Edukasi Melalui Gameplay-Grafting. Masters thesis, Institut Teknologi Sepuluh Nopember.
Text
05111850010045-Master_thesis.pdf - Accepted Version Restricted to Repository staff only Download (2MB) | Request a copy |
Abstract
Efektifitas penggabungan aspek learning dan fun pada game edukasi terus menjadi isu yang menarik untuk dikaji, bahkan hingga abad ke-21. Salah satu bahasan utama dalam isu ini adalah tentang bagaimana seharusnya kedua aspek ini dikombinasikan secara proporsional dan dapat meningkatkan ketertarikan pemain dalam memainkan game edukasi sebagai media pembelajaran alternatif pada subjek tertentu.
Oleh karena itu, pada penelitian ini akan dianalisis penerapan metode alternatif dalam pengembangan game edukasi yang disebut dengan “gameplay-grafting”. Metode ini terdiri dari beberapa tahapan penggabungan gameplay yang diadopsi dari teknik grafting tanaman (teknik yang menggabungkan dua tanaman untuk diambil sifat unggulnya) dan desain game bottom-up (pengembangan game dari khusus ke umum) untuk mengombinasikan learning-exercise game dan fun game. Hal ini dilakukan pada tingkatan inti game, atau gameplay, dan bukan pada level konteks atau konsep seperti yang biasa ditemui pada beberapa penelitian sebelumnya.
Pada akhir bagian penelitian ini, game yang dibuat dari gameplay-grafting ini diuji pada sebuah studi kasus pembelajaran tes skolastik dengan analisis rerata, uji one way dan two way ANOVA dengan tiga taraf nyata (α = 0,01, α = 0,05, dan α = 0,1). Pengujian tersebut dilakukan untuk melihat pengaruh dari penggabungan terhadap penilaian pemain berdasarkan Game Experience Questionnaire (GEQ), motivasi, perkembangan kognitif dan game interface khusus game edukasi serta future play reccomendation. Selain itu akan dilakukan juga analisis keterkaitan hasil penilaian tersebut dengan gender pemain dan ketertarikan awal pemain pada learning-exercise game murni.
Hasil eksperimen menunjukkan bahwa penilaian pemain terhadap game yang dibuat sangat bergantung pada ketertarikan awal pemain terhadap learning-exercise game murni dan tidak bergantung pada. Pada kelompok pemain yang memiliki ketertarikan menengah ke bawah, implementasi gameplay grafting terbukti berpengaruh secara signifikan terhadap penilaian pemain pada beberapa item GEQ dan future play dan tidak sama sekali pada penilaian khusus aspek edukasi.
========================================================================================
The effectiveness of combining learning and fun aspects in educational games continues to be an interesting issue to study, even in the 21st century. One of the main discussions in this issue is how these two aspects should be proportionally combined and can increase the players' interest in playing educational games. as an alternative learning medium on a particular subject.
Therefore, this research will analyze the application of alternative methods in the development of educational games called "gameplay-grafting". This method consists of several stages of combining the gameplay adopted from the plant grafting technique (a technique that combines two plants to take their superior properties) and bottom-up game design (game development from specific to general) to combine learning-exercise games and fun games. This is done at the core level of the game, or gameplay, and not at the context or concept level as has been found in previous studies.
At the end of this research section, the game made from gameplay-grafting was tested in a case study learning scholastic test with mean analysis, one way and two way ANOVA tests with three significant levels (α = 0.01, α = 0.05, and α = 0.1). The test was carried out to see the effect of incorporation on player ratings based on the Game Experience Questionnaire (GEQ), motivation, cognitive development and interface games specifically for educational games and future play recommendations. In addition, an analysis of the relationship between the results of the assessment will be carried out with the gender of the players and the players' initial interest in the pure learning-exercise game.
The experimental results show that the player's assessment of the game that is made is highly dependent on the player's initial interest in the pure learning-exercise game and does not depend on. In the group of players who have middle to lower interest, the implementation of gameplay grafting has been shown to have a significant effect on player ratings on several GEQ items and future play and not at all on the specific assessment of the educational aspects.
Item Type: | Thesis (Masters) |
---|---|
Uncontrolled Keywords: | Game Edukasi, Teknik Grafting, Game Experience Questionnaire, Quiz Game, Arcade Game, Educational Game, Game Experience Questionnaire, Grafting Techniques, Quiz Game, Arcade Game |
Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods Q Science > QA Mathematics > QA76.76.P37 Software patterns. |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis |
Depositing User: | Zikrul Ihsan |
Date Deposited: | 02 Mar 2021 03:09 |
Last Modified: | 02 Mar 2021 03:24 |
URI: | http://repository.its.ac.id/id/eprint/83023 |
Actions (login required)
View Item |