PENGARUH MODEL PEMBELAJARAN TWO STAY TWO STRAY BERBANTUAN GAMIFIKASI DIGITAL TERHADAP SELF-EFFICACY SISWA SMK

    Sifa Kiamul Lailia, - (2024) PENGARUH MODEL PEMBELAJARAN TWO STAY TWO STRAY BERBANTUAN GAMIFIKASI DIGITAL TERHADAP SELF-EFFICACY SISWA SMK. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Self-efficacy berperan penting dalam keberhasilan siswa terhadap penyelesaian dan pemecahan masalah serta peningkatan motivasi belajar. Permasalahan ditemukan ketika pelaksanaan program Penguatan Profesional Kependidikan (P3K) yaitu belum optimalnya self-efficacy atau keyakinan diri terhadap kemampuan yang ditandai dengan beberapa kondisi seperti mudah mengeluh saat diberikan tugas, kurang responsif dan belum berani untuk menjawab ataupun bertanya. Tujuan penelitian ini untuk menghasilkan rancangan pembelajaran menggunakan model pembelajaran Two Stay Two Stray (TSTS) berbantuan gamifikasi digital, mengetahui perbedaan Self-efficacy antara kelas eksperimen dan kelas kontrol serta mengetahui pengaruh penerapan model pembelajaran TSTS berbantuan gamifikasi digital terhadap Self-efficacy siswa. Teknik analisis data yang digunakan adalah uji t dan regresi linear sederhana. Hasil penelitian menunjukkan adanya perbedaan Self-efficacy antara kelas eksperimen dan kontrol setelah diberikan perlakuan. Selanjutnya, model TSTS berbantuan gamifikasi digital berpengaruh positif terhadap Self-efficacy siswa dengan persentase pengaruh sebesar 41,2%.
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    Self-efficacy plays an important role in students' success in solving and solving problems and increasing learning motivation. Problems were found when implementing the Professional Education Strengthening (P3K) program, namely the suboptimal self-efficacy or self-confidence in abilities which were marked by several conditions such as complaining easily when given assignments, being less responsive and not daring to answer or ask questions. The purpose of this study was to produce a learning design using the Two Stay Two Stray (TSTS) learning model assisted by digital gamification, to find out the difference in self-efficacy between the experimental class and the control class and to find out the effect of implementing the TSTS learning model assisted by digital gamification on students' self-efficacy. The data analysis techniques used were the t-test and simple linear regression. The results of the study showed a difference in self-efficacy between the experimental and control classes after being given treatment. Furthermore, the TSTS model assisted by digital gamification had a positive effect on students' self-efficacy with a percentage of 41.2%.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?user=FwJNwIgAAAAJ&hl=en ID SINTA Dosen Pembimbing: Nuur Wachid Abdulmajid: 6054692 Dian Permata Sari: 6160445
    Uncontrolled Keywords: Model Pembelajaran Two Stay Two Stray, Gamifikasi Digital, Self-efficacy Two Stay Two Stray Learning Model, Digital Gamification, Self-efficacy
    Subjects: L Education > L Education (General)
    T Technology > T Technology (General)
    Divisions: UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi
    Depositing User: Sifa Kiamul Lailia
    Date Deposited: 31 Jul 2024 04:39
    Last Modified: 31 Jul 2024 04:39
    URI: http://repository.upi.edu/id/eprint/119446

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