| dc.contributor.advisor | Ardiansyah, Firman | |
| dc.contributor.advisor | Haryanto, Toto | |
| dc.contributor.author | IHSAN, MUHAMMAD FAHMI | |
| dc.date.accessioned | 2025-08-19T09:33:16Z | |
| dc.date.available | 2025-08-19T09:33:16Z | |
| dc.date.issued | 2025 | |
| dc.identifier.uri | http://repository.ipb.ac.id/handle/123456789/169834 | |
| dc.description.abstract | Kurikulum Merdeka menetapkan algoritma dan pemrograman sebagai elemen kunci mata pelajaran Informatika untuk siswa SMA kelas X, namun pembelajaran sering terkendala karena konsep yang bersifat abstrak dan kurangnya media interaktif yang efektif. Penelitian ini bertujuan merancang desain serious game yang selaras dengan kurikulum dan mampu memfasilitasi pemahaman konsep algoritma dan pemrograman. Metode yang digunakan mengacu pada Serious Game Development Model pada tahap analisis dan produksi, dengan kerangka Art of Serious Game Design sebagai panduan penyusunan Game Design Document (GDD). Analisis melibatkan evaluasi tiga serious game pembanding menggunakan pendekatan Learning Mechanics–Game Mechanics, serta Education Content Ideation untuk memetakan materi kurikulum ke tipologi misi. Hasil penelitian adalah rancangan serious game berjudul AlgoQuest yang mengusung narasi dunia digital Logikia, tiga tipologi misi utama (CHOOSE, CONFIGURE, SOLVE), karakter pendamping InBot, Library Logikia sebagai dokumentasi materi, dan mock-up antarmuka yang merepresentasikan elemen visual dan navigasi permainan. Evaluasi pakar menunjukkan desain telah memenuhi standar pembelajaran dan siap untuk tahap pengembangan berikutnya. Penelitian ini menghasilkan model desain
serious game yang dapat dijadikan referensi bagi pengembangan media pembelajaran plugged algoritma dan pemrograman di tingkat sekolah menengah atas kelas sepuluh. | |
| dc.description.abstract | Merdeka Curriculum identifies algorithms and programming as key elements of the Informatics subject for Grade X senior high school students, however, learning is often hindered by the abstract nature of these concepts and the lack of effective interactive media. This study aims to design a serious game that aligns with the curriculum and supports students’ understanding of algorithmic and programming concepts. The research applies the Serious Game Development Model, focusing on the analysis and production stages, and uses the Art of Serious Game Design framework to guide the development of the Game Design Document (GDD). The analysis involved evaluating three comparative serious games using the Learning Mechanics–Game Mechanics approach and applying Education
Content Ideation to map curriculum content to mission typologies. The resulting design, titled AlgoQuest, features the narrative of the digital world Logikia, three main mission types (CHOOSE, CONFIGURE, SOLVE), the companion character
InBot, Library Logikia as dynamic documentation, and interface mock-ups representing visual and navigation elements. Expert evaluation confirmed that the design meets educational standards and is ready for further development. This study contributes a serious game design model that can serve as a reference for creating plugged game-based learning media for algorithms and programming in tenth grade senior high schools. | |
| dc.description.sponsorship | | |
| dc.language.iso | id | |
| dc.publisher | IPB University | id |
| dc.title | Analisis dan Desain Serious Game Algoritma dan Pemrograman Berbasis Kurikulum Merdeka untuk Siswa SMA Kelas X | id |
| dc.title.alternative | Analysis and Design of Serious Game Algorithms and Programming Based on the Kurikulum Merdeka for 10 th Grade High School Students | |
| dc.type | Skripsi | |
| dc.subject.keyword | kurikulum merdeka | id |
| dc.subject.keyword | algoritma dan pemrograman | id |
| dc.subject.keyword | game design | id |
| dc.subject.keyword | serious game | id |