PENERAPAN MULTIMEDIA PUZZLE GAME BERBASIS PROBLEM BASED LEARNING MENGGUNAKAN ALGORITMA BACKTRACKING UNTUK MENINGKATKAN PEMAHAMAN SISWA SMKN PADA MATERI OSI

Nurjiwanda, Barep Dimas (2016) PENERAPAN MULTIMEDIA PUZZLE GAME BERBASIS PROBLEM BASED LEARNING MENGGUNAKAN ALGORITMA BACKTRACKING UNTUK MENINGKATKAN PEMAHAMAN SISWA SMKN PADA MATERI OSI. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan multimedia puzzle game berbasis problem based learning menggunakan algoritma backtracking untuk meningkatkan pemahaman siswa smkn pada materi osi dan mengetahui bagaimana respon siswa terhadap multimedia puzzle game berbasis problem based learning menggunakan algoritma backtracking. Metode penelitian yang digunakan adalah metode Research and Development (R&D). dengan desain one group pretest-posttest design. Sampel yang digunakan pada penelitian ini adalah siswa kelas X TKJ 1 bidang keahlian Teknik Komputer Jaringan yang berjumlah 37 orang. Penelitian ini menggunakan instrumen tes berupa soal yang digunakan untuk pretest dan posttest dan instrumen non-tes berupa angket. Dari hasil penelitian diketahui bahwa (1) pemahaman siswa mengalami peningkatan berkategori sedang, hal ini dibuktikan dengan hasil uji gain terhadap nilai pretest dan posttest siswa diperoleh index gain sebesar 0,45. (2) respon siswa terhadap multimedia puzzle game berbasis problem based learning menggunakan algoritma backtracking termasuk kategori sangat baik dengan persentase sebesar 75,53% untuk aspek perangkat lunak, 73,87% aspek pembelajaran, dan 77,32% untuk aspek komunikasi visual dengan rata-rata keseluruhan sebesar 75%.; This research was aimed for understanding the implementation of puzzle game multimedia based on problem based learning. One of the methods which was used was algorithm backtracking implementation. This method was aimed for increasing knowledge in term OSI and feedback from SMKN’s students in multimedia. The research method which was used was Research and Development (R&D) method. This method primary used for one group pretest-posttest design. The sample in this research was 10th grade of students of TKJ 1 of Network Computer Technic major, as many as 37 students. This research used test instrument such as pretest and posttest question and non-test instrument question. According to the result of this research, it was known that, (1) There was escalation of student’s knowledge in medium category. This matter was proved with gain test result to pretest and posttest score. The students got index gain as many as 0.45. (2) There was feedback from students to puzzle game multimedia based on problem based learning. One of the methods which was used was algorithm backtracking implementation in very good category. The percentage received is as many as 75.53 percent for software feature, 73.87 percent for learning feature, and 77.32 percent for visual communication feature. The average of all features is as many as 75 percent.

Item Type: Skripsi,Tesis,Disertasi (S1)
Additional Information: S KOM NUR p-2016; I.Parsaoran Siahaan, II.Novi Sofia.
Uncontrolled Keywords: Puzzle Game, Problem Based Learning, Pemahaman, Knowledge.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Q Science > Q Science (General)
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr mhsinf 2017
Date Deposited: 17 Jul 2017 04:30
Last Modified: 17 Jul 2017 04:30
URI: http://repository.upi.edu/id/eprint/23701

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