Pengembangan Media Pembelajaran Menggunakan Teknologi Coding dalam Mengefektifkan Labirin Lost in the Virtual Town pada Mata Pelajaran Pendidikan Agama Islam di SMP Muhammadiyah 1 Gresik

Arifibillah, Rosyidul (2025) Pengembangan Media Pembelajaran Menggunakan Teknologi Coding dalam Mengefektifkan Labirin Lost in the Virtual Town pada Mata Pelajaran Pendidikan Agama Islam di SMP Muhammadiyah 1 Gresik. Masters thesis, Universitas Muhammadiyah Surabaya.

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis teknologi coding dalam bentuk permainan edukatif berjudul Lost in the Virtual Town untuk mata pelajaran Pendidikan Agama Islam (PAI) di SMP Muhammadiyah 1 Gresik. Media ini dirancang untuk meningkatkan efektivitas pembelajaran dengan pendekatan interaktif melalui pemanfaatan elemen permainan labirin digital yang mengintegrasikan materi-materi PAI ke dalam tantangan dan teka-teki yang harus diselesaikan oleh peserta didik.
Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Subjek uji coba meliputi siswa kelas VII SMP Muhammadiyah 1 Gresik. Instrumen yang digunakan dalam pengumpulan data meliputi angket validasi ahli materi, ahli media, serta angket respon peserta didik dan guru, disertai dengan tes pretest dan posttest untuk mengukur efektivitas media.
Hasil penelitian menunjukkan bahwa: Pertama, Media ini pertama kali dibuat menggunakan platform Scratch dalam bentuk labirin edukatif yang menggabungkan elemen visual, naratif, dan kuis interaktif yang berkaitan dengan materi tata cara ibadah sholat. Kedua, hasil validasi ahli menunjukkan bahwa media ini sangat layak digunakan, dengan skor 91 persen untuk ahli materi PAI dan 92 persen untuk ahli IT. Namun, fitur penyimpanan tidak ada. Ketiga, hasil dari penggunaan media selama empat pertemuan menunjukkan bahwa ada perubahan yang signifikan dalam dinamika kelas di SMP Muhammadiyah 1 Gresik. Dinamika kelas berubah dari pasif menjadi lebih aktif, antusias, responsif, dan inovatif. Ini membantu meningkatkan kualitas pembelajaran Pendidikan Agama Islam.

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This study aims to develop a learning media based on coding technology in the form of an educational game titled Lost in the Virtual Town for the Islamic Religious Education (IRE) subject at SMP Muhammadiyah 1 Gresik. The media is designed to improve the effectiveness of learning through an interactive approach by utilizing digital maze game elements that integrate IRE materials into challenges and puzzles that students must solve.
The research method employed is Research and Development (R&D) using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The trial subjects consisted of 7th-grade students at SMP Muhammadiyah 1 Gresik. Instruments used for data collection included validation questionnaires from subject matter experts and media experts, student and teacher response questionnaires, as well as pretest and posttest evaluations to measure the effectiveness of the media.
The research findings indicate the following: First, the media was initially developed using the Scratch platform in the form of an educational maze that integrates visual elements, narrative content, and interactive quizzes related to the procedures of Islamic prayer (shalat). Second, expert validation results show that the media is highly feasible for use, receiving a score of 91 percent from the Islamic Education (PAI) content expert and 92 percent from the IT expert. However, it currently lacks a score-saving feature. Third, the implementation of the media over four learning sessions demonstrated a significant transformation in classroom dynamics at SMP Muhammadiyah 1 Gresik. The learning environment shifted from being passive to more active, enthusiastic, responsive, and innovative. This contributed to improving the quality of Islamic Education learning.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Media Pembelajaran, Coding, Game Edukatif, Labirin Digital, Learning Media, Coding, Educational Game, Digital Maze
Subjects: B Philosophy. Psychology. Religion > BP Islam. Bahaism. Theosophy, etc
L Education > L Education (General)
L Education > LB Theory and practice of education
Divisions: 10. Program Pascasarjana > S2 Pendidikan Islam
Depositing User: Rosyidul Arifibillah
Date Deposited: 02 Apr 2026 07:55
Last Modified: 02 Apr 2026 07:55
URI: https://repository.um-surabaya.ac.id/id/eprint/11218

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