Cindy Sri Meidina Adeliani, - and Wahyudin, - and Rani Megasari, - (2025) RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS MODEL DISCOVERY LEARNING UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING DAN MOTIVASI BELAJAR SISWA. S2 thesis, Universitas Pendidikan Indonesia.
Abstract
Penelitian ini dilatarbelakangi oleh rendahnya efektivitas pembelajaran dalam mengintegrasikan teknologi dan pendekatan student-centered, yang berdampak pada belum optimalnya peningkatan kemampuan computational thinking dan motivasi belajar siswa. Tujuan penelitian ini adalah untuk merancang multimedia interaktif berbasis Android dengan model discovery learning, mengetahui peningkatan kemampuan computational thinking dan motivasi belajar siswa, serta menganalisis korelasi antara keduanya. Penelitian ini menggunakan model pengembangan ADDIE (Analyze, Design, Develop, Implement, Evaluate) dalam proses perancangan dan pengembangan multimedia. Data penelitian diperoleh dari dua kelompok kelas yaitu kelas eksperimen dan kelas kontrol yang berasal dari salah satu SMA Negeri di Kota Bandung. Data dianalisis menggunakan uji normalitas dan homogenitas sebagai prasyarat analisis parametrik. Setelah terpenuhi, analisis dilanjutkan dengan uji t guna menguji hipotesis mengenai perbedaan signifikan antara kedua kelas. Untuk memperoleh temuan yang signifikan, peningkatan kemampuan computational thinking dihitung menggunakan uji N-gain. Sementara itu, peningkatan motivasi belajar dianalisis berdasarkan kategorisasi tingkat motivasi menurut Azwar. Hasil penelitian menunjukkan bahwa (1) rancang bangun multimedia interaktif berbasis model discovery learning dilakukan melalui tahapan ADDIE dan memperoleh hasil “Sangat Baik” berdasarkan validasi para ahli (2) penggunaan multimedia interaktif berbasis model discovery learning berpengaruh terhadap peningkatan kemampuan computational thinking siswa dengan tingkat efektivitas sebesar 54%, yang termasuk dalam kategori “Sedang” (3) peningkatan motivasi belajar siswa dari kategori “Rendah” menjadi “Tinggi” setelah perlakuan berdasarkan kategorisasi Azwar (4) terdapat hubungan positif dan signifikan antara kemampuan computational thinking dan motivasi belajar siswa. Korelasi yang lebih kuat pada kelas eksperimen menunjukkan bahwa pembelajaran dengan multimedia interaktif dengan discovery learning mampu meningkatkan keterlibatan siswa, sehingga memperkuat kemampuan berpikir sistematis dan pemecahan masalah. This research investigated the low effectiveness of learning in integrating technology and a student-centered approach, which has an impact on optimizing the improvement of computational thinking skills and student learning motivation. The purpose of this research is to design Android-based interactive multimedia with a discovery learning model, determine the improvement of computational thinking skills and student learning motivation, and analyze the correlation between computational thinking and learning motivation. This research uses the ADDIE (Analyze, Design, Develop, Implement, Evaluate) development model in the process of designing and developing multimedia. The research data was collected from two groups of classes, namely experimental and control classes from one of the senior high schools in Bandung City. Data were analyzed using normality and homogeneity tests as prerequisites for parametric analysis. Once fulfilled, the analysis continued with the t-test to test the hypothesis of significant differences between the two classes. To obtain significant findings, the improvement of computational thinking ability was calculated using the N-gain test. The learning motivation improvement was analyzed based on the categorization of motivation level according to Azwar. The result of the study showed that (1) design of interactive multimedia with the discovery learning model was carried out using the ADDIE stages and obtained “Very Good” results based on expert validation (2) the use of interactive multimedia with the discovery learning model had an effect on increasing students' computational thinking skills with an effectiveness rate of 54%, which was included in the “Moderate” category (3) an increase in student learning motivation from the ‘Low’ to “High” category after treatment based on Azwar categorization (4) there was a positive and significant relationship between computational thinking skills and student learning motivation. The stronger correlation in the experimental class indicates that learning with interactive multimedia with discovery learning is able to increase student engagement, thus strengthening systematic thinking and problem-solving skills.
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Item Type: | Thesis (S2) |
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Additional Information: | SINTA ID DOSEN PEMBIMBING Wahyudin: 5979725 Rani Megasari: 5992674 |
Uncontrolled Keywords: | computational thinking, discovery learning, motivasi belajar, multimedia interaktif. computational thinking, discovery learning, learning motivation, interactive multimedia. |
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 > Pendidikan Ilmu Komputer - S2 |
Depositing User: | Cindy Sri Meidina Adeliani |
Date Deposited: | 15 Sep 2025 03:14 |
Last Modified: | 15 Sep 2025 03:14 |
URI: | http://repository.upi.edu/id/eprint/138211 |
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