RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS PENDEKATAN PRIMM UNTUK MENINGKATKAN PROSES KOGNITIF SISWA

S. Sarah Nuraisya Gustin, - and Enjun Junaeti, - and Andini Setya Arianti, - (2025) RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS PENDEKATAN PRIMM UNTUK MENINGKATKAN PROSES KOGNITIF SISWA. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Perkembangan ilmu pengetahuan dan teknologi abad ke-21 membawa pengaruh signifikan pada sektor pendidikan, menuntut penguasaan pencapaian proses kognitif sesuai dengan Taksonomi Bloom yang telah direvisi. Namun, pencapaian proses kognitif siswa dalam pembelajaran masih menjadi tantangan, khususnya pada materi pemrograman. Penelitian ini bertujuan untuk merancang media pembelajaran berbasis pendekatan PRIMM (Predict, Run, Investigate, Modify, Make) guna meningkatkan proses kognitif peserta didik pada materi perulangan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analyze, Design, Develop, Implement, Evaluate) serta desain penelitian one group pretest-posttest. Hasil penelitian yang kepada 35 siswa SMKN 2 Kota Bandung menunjukkan bahwa penerapan media pembelajaran berbasis pendekatan PRIMM cukup efektif dalam meningkatkan pencapaian proses kognitif siswa. Pada penelitian ini hasil uji Normalized-gain (N-Gain) menunjukkan rata-rata peningkatan sebesar 0,40, yang termasuk kategori sedang. Dengan hasil tersebut, media pembelajaran berbasis pendekatan PRIMM terbukti cukup efektif sebagai strategi pembelajaran untuk mendukung pengembangan proses kognitif siswa dalam pembelajaran pemrograman.

The development of science and technology in the 21st century has a significant impact on the education sector, demanding mastery of cognitive process achievement in accordance with the revised Bloom's Taxonomy. However, the achievement of students' cognitive processes in learning is still a challenge, especially in programming materials. The purpose of this research is design learning media based on the PRIMM (Predict, Run, Investigate, Modify, Make) approach to improve students' cognitive processes on looping material. The research used the Research and Development (R&D) method with the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) and a one group pretest-posttest research design. The results of the research on 35 students of SMKN 2 Bandung City showed that the application of learning media based on the PRIMM approach was quite effective in improving the achievement of students' cognitive processes. In this research, the results of the Normalized-gain (N-Gain) test showed an average increase of 0.40, which is included in the moderate category. With these results, learning media based on the PRIMM approach proved to be quite effective as a learning strategy to support the development of students' cognitive processes in programming learning.

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Official URL: https://repository.upi.edu/
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_articles&hl=en&imq=S.+Sarah+Nuraisya+Gustin# ID SINTA Dosen Pembimbing: Enjun Junaeti : 5992648 Andini Setya Arianti: 6751563
Uncontrolled Keywords: ADDIE, Media pembelajaran, Perulangan, PRIMM, Proses kognitif ADDIE, Cognitive Process, Learning Media, Looping, PRIMM Approach.
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: S. Sarah Nuraisya Gustin
Date Deposited: 22 Apr 2025 01:14
Last Modified: 22 Apr 2025 01:14
URI: http://repository.upi.edu/id/eprint/132300

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