PENGEMBANGAN GIM EDUKASI SEJARAH PERTEMPURAN AMBARAWA BERBASIS BRANCHING NARRATIVE DENGAN MEKANIK 2D ACTION RPG DAN MINIGAME STEALTH & STRATEGY

Nandaru, Laudy Nurdibya (2025) PENGEMBANGAN GIM EDUKASI SEJARAH PERTEMPURAN AMBARAWA BERBASIS BRANCHING NARRATIVE DENGAN MEKANIK 2D ACTION RPG DAN MINIGAME STEALTH & STRATEGY. Undergraduate thesis, UPN Veteran Jawa Timur.

[img] Text (Cover)
21081010095_-cover.pdf

Download (1MB)
[img] Text (Bab 1)
21081010095_-bab1.pdf

Download (219kB)
[img] Text (Bab 2)
21081010095_-bab2.pdf
Restricted to Repository staff only until 23 December 2028.

Download (527kB)
[img] Text (Bab 3)
21081010095_-bab3.pdf
Restricted to Repository staff only until 23 December 2028.

Download (2MB)
[img] Text (Bab 4)
21081010095_-bab4.pdf
Restricted to Repository staff only until 23 December 2028.

Download (1MB)
[img] Text (Bab 5)
21081010095_-bab5.pdf

Download (210kB)
[img] Text (Daftar Pustaka)
21081010095_-daftarpustaka.pdf

Download (207kB)
[img] Text (Lampiran)
21081010095_-lampiran.pdf
Restricted to Repository staff only until 23 December 2028.

Download (1MB)

Abstract

This study aims to develop an educational history game titled “The Battle of Ambarawa” based on a branching narrative with 2D action RPG mechanics and stealth and strategy minigames as an interactive learning medium for junior high school students. The development followed the Interactive Digital Narrative (IDN) approach through the stages of ideation, production, and evaluation. The game was created using the Unity Engine in a 2D pixel art style with a branch-and-bottleneck narrative structure, where players take the role of a TKR soldier involved in the historical events of Ambarawa. The study involved 25 junior high school students using a pre-test and post-test design. Results showed an increase in the average score from 59.2 (pre-test) to 79.2 (post-test), with a Wilcoxon Signed-Rank test yielding p = 0.00077 (p < 0.05), indicating a significant improvement in learning outcomes after playing the educational game “The Battle of Ambarawa.” User experience evaluation using the GUESS-18 instrument yielded an average score of 4.29 (Very Good category), with the highest aspects being Branching Narrative (4.58) and Education (4.56), demonstrating the effectiveness of branching storylines and historical content delivery through gameplay. Furthermore, the reliability test produced a Cronbach’s Alpha value of 0.966, indicating that the GUESS-18 instrument had very high internal consistency (high reliability).

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorPutra, Chrystia AjiNIDN0008108605ajiputra@upnjatim.ac.id
Thesis advisorSihananto, Andreas NugrohoNIDN0012049005andreas.nugroho.jarkom@upnjatim.ac.id
Subjects: Q Science > QA Mathematics > QA76 Computer software
T Technology > T Technology (General)
Divisions: Faculty of Computer Science > Departemen of Informatics
Depositing User: Laudy Nurdibya Nandaru
Date Deposited: 23 Dec 2025 07:57
Last Modified: 23 Dec 2025 08:15
URI: https://repository.upnjatim.ac.id/id/eprint/48486

Actions (login required)

View Item View Item