Arief Muliandi, - (2024) DAMPAK MULTIMEDIA INTERAKTIF BERBASIS ALGORITMA BERFIKIR TERHADAP KEMAMPUAN KOGNITIF DAN BERPIKIR KREATIF PADA MATERI GERAK MELINGKAR. S2 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini bertujuan untuk mengetahui kelayakan, peningkatan kemampuan, keefektifan, hubungan, serta persepsi siswa terhadap penggunaan multimedia interaktif berbasis algoritma berpikir. Untuk menjawab permasalahan penelitian, digunakan metode pengembangan ADDIE. Pada tahap pengembangan, dilakukan uji kelayakan multimedia interaktif berbasis algoritma berpikir berdasarkan hasil validasi ahli dan penilaian guru. Hasil uji kelayakan secara keseluruhan menunjukkan skor rata-rata 93,20%, yang masuk dalam kategori "sangat baik". Pada tahap implementasi, draf bahan ajar diuji coba pada siswa menggunakan metode quasi-eksperimen dengan desain pre-test post-test control group. Data yang diperoleh dianalisis secara statistik dan non-statistik. Hasil uji N-gain menunjukkan peningkatan signifikan dalam kemampuan kognitif (0,75) dan berpikir kreatif (0,5), masing-masing dalam kategori tinggi dan sedang. Uji efektivitas menunjukkan nilai effect size sebesar 1,13 untuk kemampuan kognitif kategori “tinggi” dan 0,87 untuk kemampuan berpikir kreatif kategori “sedang”. Hal ini menunjukkan bahwa multimedia interaktif berbasis algoritma berpikir lebih efektif dalam meningkatkan kemampuan siswa dibandingkan dengan multimedia interaktif konvensional. Hasil uji korelasi, regresi linear, dan determinasi menunjukkan bahwa kemampuan kognitif siswa berpengaruh terhadap kemampuan berpikir kreatif sebesar 47,8%. Selain itu, siswa memberikan respons positif terhadap penggunaan multimedia interaktif berbasis algoritma berpikir dalam pembelajaran. This study aims to determine the feasibility, improvement in abilities, effectiveness, relationships, and student perceptions of using algorithm-based interactive multimedia. To answer the research problems, the ADDIE development method was used. During the development phase, the feasibility of algorithm-based interactive multimedia was tested based on expert validation results and teacher assessments. The overall feasibility test results showed an average score of 93.20%, which falls into the "very good" category. During the implementation phase, the draft instructional materials were tested on students using a quasi-experimental method with a pre-test post-test control group design. The data obtained were analyzed statistically and non-statistically. The N-gain test results showed a significant increase in cognitive abilities (0.75) and creative thinking (0.5), each falling into the high and moderate categories, respectively. The effectiveness test showed an effect size value of 1.13 for cognitive abilities in the "high" category and 0.87 for creative thinking in the "moderate" category. This indicates that algorithm-based interactive multimedia is more effective in enhancing students' abilities compared to conventional interactive multimedia. The results of the correlation, linear regression, and determination tests showed that students' cognitive abilities influenced creative thinking abilities by 47.8%. Additionally, students responded positively to the use of algorithm-based interactive multimedia in learning.
Item Type: | Thesis (S2) |
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Additional Information: | https://scholar.google.com/citations?hl=id&user=chauHeEAAAAJ ID SINTA Dosen Pembimbing 1 Parlindungan Sinaga: 5989835 Dadi Rusdiana: 5974813 |
Uncontrolled Keywords: | Multimedia Interaktif Berbasis Algoritma Berpikir, Kognitif, Berpikir Kreatif. Algorithm-Based Interactive Multimedia, Cognitive, Creative Thinking. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education Q Science > QA Mathematics |
Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Jurusan Pendidikan Fisika > Program Studi Pendidikan Fisika |
Depositing User: | Arief Muliandi |
Date Deposited: | 22 Aug 2024 08:53 |
Last Modified: | 22 Aug 2024 08:53 |
URI: | http://repository.upi.edu/id/eprint/120668 |
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