Please use this identifier to cite or link to this item: http://repository.ipb.ac.id/handle/123456789/165060
Title: Implementasi Teknologi Gamifikasi: Unsolved Case Sebagai Media Pembelajaran Untuk Pemahaman Ilmu Gizi Sekolah Menengah Kejuruan
Other Titles: Implementation of Gamification Technology: Unsolved Case as a Learning Medium for Understanding Nutrition Science in Vocational High Schools
Authors: Nurhidayati, Vieta Annisa
nedi, kalyca merilla mutiara
Issue Date: 2025
Publisher: IPB University
Abstract: Sebanyak 60% siswa Sekolah Menengah Kejuruan (SMK) jurusan Tata Boga belum mencapai Kriteria Ketuntasan Minimal (KKM), hanya 3,33% yang tepat mencapai KKM, dan 39,66% melampaui KKM, menunjukkan bahwa pemahaman siswa terhadap ilmu gizi masih rendah akibat kesulitan belajar. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi efektivitas media pembelajaran berbasis teknologi gamifikasi dengan konsep unsolved case dalam meningkatkan pemahaman siswa terhadap materi ilmu gizi di SMK. Penelitian ini menggunakan desain penelitian pretest-posttest one group design, dengan tahapan pengembangan design and development (D&D) dengan model analyze, design, development, implementation, evaluation (ADDIE). Sampel penelitian terdiri dari 65 siswa kelas X Tata Boga di SMKN 3 Kota Sukabumi. Efektivitas media ditunjukkan dengan hasil uji Wilcoxon, p<0,001 dan nilai N-Gain sebesar 0,56. Adanya peningkatan skor pemahaman responden secara signifikansi, media dinilai cukup efektif dan media juga dinilai sangat positif.
As much as 60% of Vocational High Schools students have not reached the Minimum Completion Criteria, only 3.33% have reached the minimum, and 39.66% have exceeded the minimum, indicating that students' understanding of nutrition is still low due to learning difficulties. This study aims to develop and evaluate the effectiveness of gamification technology-based learning media with the concept of unsolved cases in improving students' understanding of nutrition material in Vocational High Schools. This study uses a pretest-posttest one group design, with the stages of design and development (D&D) with the Analyze, Design, Development, Implementation, Evaluation model (ADDIE). The research sample consisted of 65 Culinary Arts students at SMKN 3 Sukabumi City. The effectiveness of the media is shown by the results of the Wilcoxon test, p <0.001 and an N-Gain value of 0.56. There was a significant increase in respondents' understanding scores, the media was considered quite effective and the media was also accepted positively.
URI: http://repository.ipb.ac.id/handle/123456789/165060
Appears in Collections:UT - Management of Food Service and Nutrition

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