PENGEMBANGAN MEDIA USER INTERFACE (UI) BERBASIS GAMIFIKASI EDUKASI BERBANTU FIGMA UNTUK MENINGKATKAN PEMAHAMAN KONSEP PADA MATERI KEANEKARAGAMAN HAYATI DI KELAS X SMA

AHMAD, FATHURRAHMAN (2026) PENGEMBANGAN MEDIA USER INTERFACE (UI) BERBASIS GAMIFIKASI EDUKASI BERBANTU FIGMA UNTUK MENINGKATKAN PEMAHAMAN KONSEP PADA MATERI KEANEKARAGAMAN HAYATI DI KELAS X SMA. Diploma thesis, UIN RADEN INTAN LAMPUNG.

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Abstract

ABSTRAK Pembelajaran biologi pada materi Keanekaragaman Hayati masih didominasi metode ceramah, diskusi dengan menggunakan buku teks dan LKPD, sehingga pemahaman konsep peserta didik belum optimal, padahal pembelajaran abad ke-21 menuntut teknologi digital yang interaktif. Hasil pra-penelitian di MAN 1 Bandar Lampung menunjukkan peserta didik masih kesulitan memahami konsep keanekaragaman hayati karena belum didukung media interaktif. Penelitian ini bertujuan mengembangkan media User Interface (UI) berbasis gamifikasi edukasi berbantu Figma untuk mengetahui kelayakan, kemenarikan, dan efektivitasnya terhadap pemahaman konsep peserta didik kelas X SMA. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (analysis, design, development, implementation, evaluation), dilaksanakan di MAN 1 Bandar Lampung pada November 2025–Februari 2026. Data diperoleh melalui angket validasi oleh 2 validator pada setiap aspek (ahli media, materi, dan bahasa), angket respon peserta didik dan pendidik, tes pemahaman konsep, wawancara, serta dokumentasi, dengan analisis berupa validitas, reliabilitas, normalitas, homogenitas, uji t, dan N-Gain. Hasil penelitian menunjukkan bahwa media User Interface (UI) berbasis gamifikasi edukasi berbantu Figma memperoleh kategori “Sangat Layak” berdasarkan validasi ahli media (91%), ahli materi (90%), dan ahli bahasa (94%). Respon peserta didik memperoleh persentase 86% pada uji skala terbatas dan 90% pada uji skala luas dengan kategori “Sangat Menarik”, sedangkan respon pendidik sebesar 91%. Media juga efektif meningkatkan pemahaman konsep peserta didik berdasarkan hasil independent sample t-test dengan nilai sig. 0,001 < 0,05 serta N-Gain kelas eksperimen 0,80 kategori “Tinggi” dan kelas kontrol 0,64 kategori “Sedang”. Berdasarkan hasil tersebut, media User Interface (UI) berbasis gamifikasi edukasi berbantu Figma dinyatakan layak, menarik, dan efektif digunakan pada materi Keanekaragaman Hayati kelas X SMA. Kata Kunci: Desain Antarmuka Penggu ABSTRACT Biology learning on the topic of Biodiversity is still dominated by lecture, discussion methods using textbooks and student worksheets, resulting in students’ conceptual understanding that is not yet optimal, whereas 21st-century learning requires interactive digital technology. Preliminary research at MAN 1 Bandar Lampung showed that students still had difficulties understanding biodiversity concepts due to the lack of interactive media. This study aimed to develop a gamification-based User Interface (UI) media assisted by Figma to determine its feasibility, attractiveness, and effectiveness toward the conceptual understanding of tenth-grade students. This study used the Research and Development (R&D) method with the ADDIE model (analysis, design, development, implementation, evaluation), conducted at MAN 1 Bandar Lampung from November 2025 to February 2026. Data were obtained through validation questionnaires by two validators in each aspect (media, material, and language experts), student and teacher response questionnaires, conceptual understanding tests, interviews, and documentation, with analyses of validity, reliability, normality, homogeneity, t-test, and NGain. The results showed that the gamification-based User Interface (UI) media assisted by Figma achieved the “Highly Feasible” category based on media expert validation (91%), material expert validation (90%), and language expert validation (94%). Student responses reached 86% in the limited-scale trial and 90% in the large-scale trial with the “Highly Attractive” category, while teacher responses reached 91%. The media was also effective in improving students’ conceptual understanding based on the independent samples t-test result (Sig. 0.001 < 0.05) and N-Gain scores of 0.80 (High) in the experimental class and 0.64 (Moderate) in the control class. Based on these results, the gamification-based User Interface (UI) media assisted by Figma was declared feasible, attractive, and effective for use in Biodiversity learning for tenth-grade students.

Item Type: Thesis (Diploma)
Subjects: Pendidikan Biologi
Divisions: Fakultas Tarbiyah dan Keguruan > Pendidikan Biologi
Depositing User: LAYANAN PERPUSTAKAAN UINRIL REFERENSI
Date Deposited: 30 Jun 2026 08:22
Last Modified: 30 Jun 2026 08:22
URI: https://repository.radenintan.ac.id/id/eprint/44558

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