PENERAPAN MODEL EXPERIENTIAL LEARNING MENGGUNAKAN MULTIMEDIA ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN BASIS DATA

    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.

    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%.

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    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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