Khaeruddin, Ikhsan (2025) IMPLEMENTASI ALGORITMA BAYESIAN KNOWLEDGE TRACING DALAM GAME PETUALANGAN VOCABULARY BAHASA INGGRIS DI SEKOLAH DASAR. S1 / D3 thesis, Universitas Kuningan.

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Official URL: https://rama.uniku.ac.id

Abstract

Rendahnya kemampuan kosakata Bahasa Inggris pada siswa sekolah dasar menunjukkan perlunya media pembelajaran yang adaptif, menarik, dan mampu menyesuaikan tingkat kemampuan individu. Penelitian ini bertujuan untuk mengimplementasikan algoritma Bayesian Knowledge Tracing (BKT) dalam game petualangan Vocabulary Bahasa Inggris sebagai media pembelajaran siswa sekolah dasar. Pengembangan game dilakukan menggunakan Game Development Life Cycle (GDLC) melalui enam tahap: initiation, pre-production, production, testing, beta testing, dan release. Implementasi diuji pada siswa kelas III SDN 2 Muncangela menggunakan desain pretest–posttest serta kuesioner untuk menilai pengalaman pengguna. Hasil penelitian menunjukkan bahwa nilai rata-rata pretest sebesar 51,4 meningkat menjadi 77,6 pada posttest, dengan selisih 26,3 poin dan nilai N-Gain sebesar 0,56 (kategori sedang). Selain itu, hasil kuesioner memperoleh rata-rata 4,3 yang termasuk kategori sangat baik. Dengan demikian, penerapan algoritma BKT pada game petualangan ini efektif dalam meningkatkan penguasaan kosakata Bahasa Inggris siswa sekolah dasar dan layak digunakan sebagai media pembelajaran berbasis digital yang edukatif.
The low level of English vocabulary among elementary school students indicates the need for adaptive, engaging learning media that can be tailored to individual ability levels. This study aims to implement the Bayesian Knowledge Tracing (BKT) algorithm in an English vocabulary adventure game as a learning medium for elementary school students. The game was developed using the Game Development Life Cycle (GDLC) through six stages: initiation, pre-production, production, testing, beta testing, and release. The implementation was tested on third-grade students at SDN 2 Muncangela using a pretest-posttest design and a questionnaire to assess user experience. The results showed that the average pretest score of 51.4 increased to 77.6 on the posttest, with a difference of 26.3 points and an N-Gain score of 0.56 (moderate category). In addition, the questionnaire results obtained an average of 4.3, which is classified as very good. Thus, the application of the BKT algorithm in this adventure game is effective in improving elementary school students' English vocabulary mastery and is suitable for use as an educational digital learning medium.

Item Type: Thesis (S1 / D3)
Uncontrolled Keywords: Kata Kunci: Game Edukasi, Bayesian Knowledge Tracing, GDLC, Vocabulary, Sekolah Dasar. Keywords: Educational Game, Bayesian Knowledge Tracing, GDLC, Vocabulary, Elementary School.
Subjects: L Education > L Education (General)
Z Bibliography. Library Science. Information Resources > ZA Information resources > ZA4050 Electronic information resources
Divisions: Fakultas Ilmu Komputer > S1 Teknik Informatika
Depositing User: S.Kom Ikhsan Khaeruddin
Date Deposited: 11 Feb 2026 02:00
Last Modified: 11 Feb 2026 02:00
URI: https://rama.uniku.ac.id/id/eprint/4707

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