Implementasi Gamifikasi dalam Digital Storytelling Asal Mula Terbentuknya Danau Toba sebagai Media Pembelajaran Ilmu Pengetahuan Alam
dc.contributor.advisor | Arisandi, Dedy | |
dc.contributor.advisor | Nasution, Umaya Ramadhani Putri | |
dc.contributor.author | Hutasoit, Pretty Ohara | |
dc.date.accessioned | 2025-02-27T09:01:32Z | |
dc.date.available | 2025-02-27T09:01:32Z | |
dc.date.issued | 2025 | |
dc.identifier.uri | https://repositori.usu.ac.id/handle/123456789/101678 | |
dc.description.abstract | Story about Lake Toba is better known as a legend than a scientific explanation of its formation process. This condition causes students' low understanding of the scientific aspects behind the natural phenomenon. Conventional learning approaches, such as the use of books and PowerPoint, have not been able to fully bridge the need to convey scientific facts in an interesting way. Therefore, this research aims to implement digital storytelling-based science learning on the topic of the origin of Lake Toba, using gamification as an interactive approach. The results showed that the narratives about Lake Toba in various sources highlighted more cultural values and myths than scientific facts related to the geological process of its formation. The digital storytelling-based learning media developed was successfully assessed as very feasible, with the results of the feasibility assessment of the content aspect of 94.4%, presentation 91.6%, language 93.75%, and contextual 97.2%. Analysis of the pre-test and post-test showed an increase in student understanding by 21.83%, with an average pre-test score of 74.21 and post-test of 90.41. The minimum score increased from 38 to 78, while the maximum score increased from 89 to 100. In addition, questionnaire analysis showed that this media has attractiveness 90.8%, clarity 88.6%, efficiency 86.49%, accuracy 87.93%, stimulation 86.42%, and novelty 85.86%. | en_US |
dc.language.iso | id | en_US |
dc.publisher | Universitas Sumatera Utara | en_US |
dc.subject | Lake Toba | en_US |
dc.subject | Digital Storytelling | en_US |
dc.subject | Gamification | en_US |
dc.subject | Learning Media | en_US |
dc.subject | Natural Science | en_US |
dc.subject | Interactive Education | en_US |
dc.title | Implementasi Gamifikasi dalam Digital Storytelling Asal Mula Terbentuknya Danau Toba sebagai Media Pembelajaran Ilmu Pengetahuan Alam | en_US |
dc.title.alternative | Implementation of Gamification in Digital Storytelling of the Origin of the Formation of Lake Toba as a Natural Science Learning Media | en_US |
dc.type | Thesis | en_US |
dc.identifier.nim | NIM201402084 | |
dc.identifier.nidn | NIDN0031087905 | |
dc.identifier.nidn | NIDN0011049114 | |
dc.identifier.kodeprodi | KODEPRODI59201#Teknologi Informasi | |
dc.description.pages | 158 Pages | en_US |
dc.description.type | Skripsi Sarjana | en_US |
dc.subject.sdgs | SDGs 4. Quality Education | en_US |
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Skripsi Sarjana