Pengembangan Permainan Edukatif Berbasis Virtual Reality Untuk Belajar Computational Thinking

Nugroho, Abdylla Adhiyasa and , Sukirman, S.T., M.T. (2021) Pengembangan Permainan Edukatif Berbasis Virtual Reality Untuk Belajar Computational Thinking. Skripsi thesis, Universitas Muhammadiyah Surakarta.

[img] PDF (Naskah Publikasi)
NASKAH PUBLIKASI.pdf

Download (671kB)
[img] PDF (Surat Pernyataan Publikasi)
PERNYATAAN PUBLIKASI ILMIAH.pdf
Restricted to Repository staff only

Download (66kB) | Request a copy

Abstract

Computational thinking (CT) is one of the cornerstones for learning to improve programming skills. However, there are still many SMK students who do not have the ability to think computationally, resulting in weak ability to do programming. Therefore, it is necessary to develop a learning media that allows students to learn CT. The purpose of this study was to develop an educational game based on virtual reality (VR) to improve students' CT. VR-based games are the right tool because they can provide an overview of real problems in the virtual world that are displayed in 3600, therefore players will feel like in the real world when playing the media, this is the advantage of using VR rather than 2D CT learning models or via scratch. The development method uses Research and Development (R&D), with the ADDIE development model with the Analysis, Design, Development, Implementation, and Evaluation stages. Media trials were conducted on students of class X TKJ 3 SMK Muhammadiyah Kudus with a total of 30 students. Before being tested on students, this media was validated by validators, namely Lecturers of PTI UMS and teachers of TKJ SMK Muhammadiyah Kudus with a total of 4 validators. From the evaluation of the validator, it was found that the percentage of the feasibility value was 81.25% which entered the very feasible category. To determine the acceptance of media to students, the evaluation was carried out using a Technology Acceptance Model (TAM) questionnaire to get a cronbach's alpha value for the PU aspect 0.714, for the PEU aspect 0.614, for the ATU aspect 0.754, and for the ITU aspect 0.882. To find out the difference before and after using the media, students were given a pre-test and post-test with the results showing that the average score of the students in this study increased from 40.8 from the pre-test results to 87.6667 from the post-test results. evidenced by the paired sample test, it was found that the significance value (2-tailed) was 0.000. Thus, from the validator test and the results of the TAM questionnaire, it can be concluded that the student's response to this educational game media is very good and students agree that this VR-based educational game media can be accepted as a CT learning media.

Item Type: Karya ilmiah (Skripsi)
Uncontrolled Keywords: Technology Acceptance Model, permainan edukatif, virtual reality, computational thinking.
Subjects: L Education > L Education (General)
Divisions: Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Teknik Informatika
Depositing User: ABDYLLA ADHIYASA NUGROHO
Date Deposited: 15 Nov 2021 02:22
Last Modified: 15 Nov 2021 02:23
URI: http://eprints.ums.ac.id/id/eprint/95658

Actions (login required)

View Item View Item