APRIANTO, IRFAN (2016) PENERAPAN MODEL EXPERIENTIAL LEARNING MENGGUNAKAN MULTIMEDIA ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN BASIS DATA. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini dilakukan untuk mengetahui bagaimana peningkatan pemahaman siswa dengan menerapkan model pembelajaran experiential learning menggunakan multimedia adventure game pada mata pelajaran basis data di SMK Negeri 1 Panyingkiran. Tujuan dari penelitian ini adalah 1) Menganalisis penerapan model experiential pada pembelajaran yang menggunakan multimedia adventure game. 2) menganalisis peningkatan pemahaman siswa pada pembelajaran basis data dengan penerapan model experiential learning. 3) menganalisis persepsi siswa terhadap pembelajaran yang menggunakan model experiential dengan adventure game. Metode yang digunakan dalam penelitian ini adalah metode eksperimen dengan desain pre-experiental dalam bentuk one group pretest-posttest. Banyaknya sampel yang digunakan adalah 33 orang yang diambil dari siswa kelas XI RPL 1. Berdasarkan hasil penelitian diketahui bahwa pemahaman siswa mengalami peningkatan berkategori sedang, hal ini dibuktikan dengan hasil uji gain yang menunjukan skor index gain sebesar 0,50. Hal tersebut menunjukan bahwa penerapan multimedia experiential learning menggunakan multimedia adventure game dapat meningkatkan pemahaman siswa. Sedangkan dari hasil persepsi angket siswa terhadap multimedia menunjukan kategori sangat baik, dengan perolehan rata-rata keseluruhan sebesar 82,6%. ---------- This research was conducted to find out the increase of students’ understanding by implementing experiential learning model by using adventure game multimedia on data bases subject in SMK Negeri 1 Panyingkiran. The purposes of this research were 1) analyzing the implementation of experiential model on the subject which use adventure game multimedia, 2) analyzing the increase of students’ understanding on data bases learning by implementing experiential learning model, 3) analyzing students’ perception on the learning which use experiential model with adventure game. The method that was used in this research is experimental method with pre-experiential design in form of one group pretest-posttest. The number of sample that was used is 33 students that were taken from XI grade students in class RPL 1. Based on the result of this research, it was known that students’ understanding was increasing in medium category, it was proven with the gain test result that show gain index score as much as 0,50. It shows that the implementation of experiential learning model by using adventure game multimedia can increase students’ understanding. Meanwhile, from the result of students’ perception questionnaire towards multimedia, it was included in very good category, with the total average of 82,6%.
Item Type: | Thesis (S1) |
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Additional Information: | S KOM APR p.2016; Waslaluddin; Wawan Setiawan. |
Uncontrolled Keywords: | Experiential Learning, Adventure Game, Pemahaman,Experiential Learning, Adventure Game, Understanding. |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Depositing User: | Mr. Tri Agung |
Date Deposited: | 17 Aug 2016 14:32 |
Last Modified: | 17 Aug 2016 14:32 |
URI: | http://repository.upi.edu/id/eprint/21546 |
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