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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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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