id
Oleh:
Putri Wulandari
K3514037
Skripsi
iii
library.uns.ac.id digilib.uns.ac.id
commit to user
library.uns.ac.id digilib.uns.ac.id
commit to user
library.uns.ac.id digilib.uns.ac.id
commit to user
library.uns.ac.id digilib.uns.ac.id
KATA PENGANTAR
Penyusun
commit to user
x
library.uns.ac.id digilib.uns.ac.id
DAFTAR ISI
HALAMAN JUDUL ..................................................................................... i
PERNYATAAN KEASLIAN TULISAN .................................................... ii
PENGAJUAN...................... ........................................................................... iii
PERSETUJUAN PEMBIMBING ............................................................... iv
PENGESAHAN........ ...................................................................................... v
MOTTO.......... ................................................................................................ vi
PERSEMBAHAN........ ................................................................................... vii
ABSTRAK.......... ............................................................................................ viii
ABSTRACT.......... .......................................................................................... ix
KATA PENGANTAR............... ..................................................................... x
DAFTAR ISI............... .................................................................................... xi
DAFTAR GAMBAR............... ....................................................................... xiii
DAFTAR TABEL............... ........................................................................... xiv
DAFTAR LAMPIRAN............... ................................................................... xv
BAB I PENDAHULUAN
A. Latar Belakang Masalah ................................................................. 1
B. Identifikasi Masalah ...................................................................... 4
C. Pembatasan Masalah ..................................................................... 4
D. Rumusan Masalah ......................................................................... 5
E. Tujuan Penelitian ............................................................................ 5
F. Manfaat Penelitian .......................................................................... 5
BAB II KAJIAN PUSTAKA, KERANGKA BERPIKIR, DAN HIPOTESIS
A. Kajian Pustaka
1. Game ........................................................................................ 7
2. Game Edukatif .......................................................................... 9
3. Gamifikasi ................................................................................ 10
4. Google Play Store ..................................................................... 14
5. Kurikulum 2013 revisi 2016 untuk sekolah dasar .................... 14
B. Kerangka Berpikir ......................................................................... 16
commit to user
xi
library.uns.ac.id digilib.uns.ac.id
commit to user
xii
library.uns.ac.id digilib.uns.ac.id
DAFTAR GAMBAR
Gambar 2. 1 Hirarki elemen-elemen gamifikasi ............................................. 11
Gambar 2. 2 Kerangka berpikir ....................................................................... 16
Gambar 3. 1 Diagram alir tahap pencarian dan pengumpulan data ................ 21
Gambar 3. 2 Prosedur Penelitian Rujukan ...................................................... 31
Gambar 4. 1 Hasil pencarian dengan kata kunci “Game Berhitung” .............. 33
Gambar 4. 2 Penyalinan hasil pencarian per kata kunci ke dokumen word ... 33
Gambar 4. 3 Pendokumentasian hasil pencarian ke dokumen excel .............. 34
Gambar 4. 4 Rincian hasil pencarian dan filtering .......................................... 36
Gambar 4. 5 Contoh cuplikan game yang mengandung media pembelajaran 42
Gambar 4. 6 Contoh cuplikan game yang murni hanya game ........................ 42
Gambar 4. 7 Game berjudul “Membaca Menulis dan Berhitung” .................. 45
Gambar 4. 8 Game berjudul Game berjudul “Math Land” ............................. 45
Gambar 4.9. Cuplikan game “Belajar Berhitung Untuk Anak” ...................... 48
commit to user
xiii
library.uns.ac.id digilib.uns.ac.id
DAFTAR TABEL
Tabel 3.1 Kriteria Inklusi dan Eksklusi............................................................ 22
Tabel 3.2 Gamifikasi Elemen Dinamika ......................................................... 25
Tabel 3.3 Gamifikasi Elemen Mekanika ......................................................... 26
Tabel 3.4 Gamifikasi Elemen Komponen ....................................................... 27
Tabel 3.5 Kurikulum Mapel Matematika ........................................................ 28
Tabel 3.6 Contoh Skoring Game ..................................................................... 30
Tabel 4.1 Keseluruhan hasil pencarian per kata kunci .................................... 34
Tabel 4.2 Contoh tahap skoring game lengkap ............................................... 37
Tabel 4.3 Rata-rata rincian per-sub aspek gamifikasi ..................................... 38
Tabel 4.4 Rata-rata rincian sub elemen Dinamika .......................................... 38
Tabel 4.5 Rata-rata rincian sub elemen Mekanika .......................................... 38
Tabel 4.6 Rata-rata rincian sub elemen Komponen ........................................ 39
Tabel 4.7 Rata-rata rincian per-sub aspek kurikulum ..................................... 40
Tabel 4.8 10 Rekomendasi game berhitung terbaik hasil evaluasi bagian 1 .. 49
Tabel 4.9 10 Rekomendasi game berhitung terbaik hasil evaluasi bagian 2 .. 50
Tabel 4.9 10 Rekomendasi game berhitung terbaik hasil evaluasi bagian 3 .. 51
commit to user
xiv
library.uns.ac.id digilib.uns.ac.id
ABSTRAK
Kata Kunci : game edukatif, berhitung, sekolah dasar, gamifikasi, kurikulum 2013
revisi 2016. commit to user
viii
library.uns.ac.id digilib.uns.ac.id
ABSTRACT
ix