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    Implementasi Gamifikasi pada Game Edukasi “Penjelajahan Kerajaan Samudera Pasai” Berbasis Role Playing Game untuk Mata Pelajaran IPAS Sekolah Dasar

    Implementation of Gamification in the Educational Game Exploration of the Samudera Pasai Kingdom Based on Role-Playing Game for Elementary School Science and Social Studies (IPAS) Subject

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    Date
    2025
    Author
    Siregar, Linda Tamara
    Advisor(s)
    Nurhasanah, Rossy
    Huzaifah, Ade Sarah
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    Abstract
    The game developed in this study is designed to support the learning of IPAS (Integrated Science and Social Studies) subjects at the elementary school level, specifically focusing on the historical topic of the Samudera Pasai Kingdom, and is based on the Role-Playing Game (RPG) genre.. A gamification approach is implemented in the game development to enhance students’ motivation and interest in learning through an engaging and educational gameplay experience. The development method used in this research is the Multimedia Development Life Cycle (MDLC). The game was developed using RPG Maker MV, featuring pixel art visuals with brown and gold color tones. It consists of five levels, each representing significant historical events of the Samudera Pasai Kingdom, and includes interactive quizzes, non-playable characters (NPCs), and exploration missions. The effectiveness of the game as a learning medium was assessed using the GUESS (Game User Experience Satisfaction Scale) questionnaire to measure students’ motivation and interest. The assessment results show that the RPG-based learning media is categorized as “Highly Feasible,” with scores of 80.5% for content feasibility, 85.5% for presentation, 90.5% for language, and 85.5% for contextual aspects. The pre-test and post-test results indicate an improvement in students’ knowledge, with the average score increasing from 43.79 to 82.06, along with higher minimum, maximum, and mode values. The Game User Experience Satisfaction Scale analysis also shows positive results across nine aspects, all scoring above 73%, including knowledge improvement (82.54%) and dominance (83.19%). Overall, the game “Penjelajahan Kerajaan Samudera Pasai” has proven to enhance students’ interest and understanding of historical material, making it a feasible and innovative medium for IPAS learning in elementary schools.
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    https://repositori.usu.ac.id/handle/123456789/112338
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    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

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    Repositori Institusi Universitas Sumatera Utara - 2025

    Universitas Sumatera Utara

    Perpustakaan

    Resource Guide

    Katalog Perpustakaan

    Journal Elektronik Berlangganan

    Buku Elektronik Berlangganan

    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV