Danu, Andrianto (2022) Perancangan Dan Evaluasi Usability Pada Aplikasi Media Pembelajaran Permainan Tradisional Berbasis Web Dengan Metode Gamification. Undergraduate Thesis thesis, Institut Telkom Telkom Purwokerto.
Text
Cover.pdf Download (679kB) |
|
Text
Abstract.pdf Download (8kB) |
|
Text
Abstrak.pdf Download (8kB) |
|
Text
BAB I.pdf Download (21kB) |
|
Text
BAB II.pdf Download (140kB) |
|
Text
BAB III.pdf Download (245kB) |
|
Text
BAB IV.pdf Restricted to Registered users only Download (3MB) | Request a copy |
|
Text
BAB V.pdf Download (9kB) |
|
Text
Daftar Pustaka.pdf Download (150kB) |
|
Text
Lampiran.pdf Restricted to Registered users only Download (947kB) | Request a copy |
Abstract
Technological advances have changed the culture of playing in children, which then slowly began to shift traditional games with modern games on their gadgets. Even though the use of gadgets without good supervision by parents will certainly cause some problems and bad impacts on children. Initially, schools and educational institutions had issued regulations prohibiting playing gadgets in the school environment. However, now the use of gadgets is increasingly massive during the pandemic due to the demands of online learning. Compared to modern games on gadgets. Initially, traditional games were a play activity that usually involved physical activity and had many positive impacts including being able to in still character values of cooperation, togetherness, creativity, responsibility, democracy, confidence, commitment, honesty. So the Design of Web Based Traditional Game Learning Media Applications With Gamification Method was drawn up. With the aim of being able to provide education to children with gamification methods that tend to be close to them, the end result is to maintain the existence of the traditional game itself. The study was conducted on 112 respondents using the System Usability Scale (SUS) method. And, out of 97.4% of them aged 8-12 years, they were able to give a very positive SUS score with good validity and reliability scores. This shows that the design of traditional game learning media can be used well from the user's side. It is hoped that this application can develop as a solution to the fading away of traditional games, where the application can become a medium for learning and discussion to continue to maintain the existence of traditional games. Keywords: Children, Games, Impact, Learning Media, Parents, System Usability Scale (SUS), Web
Item Type: | Thesis (Undergraduate Thesis) |
---|---|
Subjects: | T Technology > TA Engineering (General). Civil engineering (General) |
Divisions: | Faculty of Informatics > Informatics Engineering |
Depositing User: | staff repository |
Date Deposited: | 19 Sep 2022 01:42 |
Last Modified: | 19 Sep 2022 01:42 |
URI: | http://repository.ittelkom-pwt.ac.id/id/eprint/8167 |
Actions (login required)
View Item |