Abstrak. Era Revolusi Industri 4.0 ditandai oleh pesatnya perkembangan teknologi informasi dan komunikasi, sehingga pemanfaatan teknologi dalam pendidikan menjadi semakin penting untuk mendukung proses pembelajaran. Berdasarkan hasil wawancara dan kuesioner, materi subnetting tergolong sulit dipahami, dan siswa menginginkan media pembelajaran yang mengintegrasikan elemen gamifikasi. Penelitian ini bertujuan mengembangkan “Subnet Conqueror”, sebuah media pembelajaran berbasis gamifikasi untuk mata pelajaran Dasar-Dasar Program Keahlian kelas X jurusan TKJ di SMK Negeri 22 Jakarta. Metode pengembangan menggunakan MDLC Luther-Sutopo yang meliputi enam tahap: concept, design, material collecting, assembly, testing, dan distribution. Hasil uji kelayakan menunjukkan media ini memperoleh skor 100% dari ahli materi dan 96% dari ahli media, keduanya dalam kategori “Sangat Layak”. Uji coba kepada siswa menghasilkan rata-rata skor 81,13 (grade A) dengan tingkat penerimaan “Acceptable” dan “Excellent” pada adjective rating. Berdasarkan hasil tersebut, Subnet Conqueror dinyatakan sangat layak digunakan sebagai media pembelajaran yang mendukung pemahaman materi subnetting bagi siswa kelas X jurusan TKJ di SMK Negeri 22 Jakarta. Abstract. The Industrial Revolution 4.0 era is characterized by rapid advancements in information and communication technology, making the integration of technology in education increasingly important to support learning processes. Based on interviews and questionnaires, subnetting is considered a difficult topic to understand, and students expressed a need for learning media that incorporates gamification elements. This study aims to develop “Subnet Conqueror,” a gamification-based learning media for the subject of Basic Expertise Programs for Grade 10 students in the Computer and Network Engineering (TKJ) program at SMK Negeri 22 Jakarta. The development method used is MDLC Luther-Sutopo, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The feasibility test results show that the media obtained a score of 100% from material experts and 96% from media experts, both categorized as “Highly Feasible.” Trials conducted with students produced an average score of 81.13 (Grade A) with an acceptance level of “Acceptable” and “Excellent” on the adjective rating scale. Based on these results, Subnet Conqueror is considered highly suitable as a learning media that supports students’ understanding of subnetting material for Grade 10 TKJ students at SMK Negeri 22 Jakarta.
Copyrights © 2024