PENGARUH PENDEKATAN BERMAIN BERBASIS DIGITAL GAME BASED LEARNING (DGBL) TERHADAP PENINGKATAN KERJASAMA DAN KETERAMPILAN BERMAIN SEPAKBOLA

Wisaksono, Hendro (2016) PENGARUH PENDEKATAN BERMAIN BERBASIS DIGITAL GAME BASED LEARNING (DGBL) TERHADAP PENINGKATAN KERJASAMA DAN KETERAMPILAN BERMAIN SEPAKBOLA. S2 thesis, Universitas Pendidikan Indonesia.

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Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh Pendekatan Bermain Berbasis Digital Game Based Learning (DGBL) terhadap Peningkatan Kerjasama dan Keterampilan Bermain Sepakbola. Metode penelitian menggunakan metode eksperimen menggunakan desain Randomize Pretest-Posttest Control Group Design. Instrumen penelitian ini menggunakan angket kerjasama hasil pengembangan dari teori yang dikemukakan oleh Auweele dkk. (1999) dan Game Performance Asessment Instrument (GPAI). Teknik analisis statistik digunakan Teknik Paired Sample t Test pada taraf signifikansi α= 0,05. Hasil penelitian menunjukkan bahwa untuk peningkatan kerjasama diperoleh nilai (Sig.) sebesar 0,007<0,050. Sedangkan untuk keterampilan bermain diperolah nilai (Sig.) sebesar 0,000<0,050. Kesimpulan dari penelitian ini bahwa 1). Terdapat Pengaruh Pendekatan Bermain Berbasis Digital Game Base Learning (DGBL) Terhadap Peningkatan Kerjasama, 2). Terdapat Pengaruh Pendekatan Bermain Berbasis Digital Game Base Learning (DGBL) Terhadap Keterampilan Bermain Sepakbola. Adapun rekomendasi dari penulis yaitu membuat dan mengembangkan media DGBL secara lebih spesifik dengan melibatkan ahli IT sesuai dengan jumlah kebutuhan dan karakteristik permainan.; The purpose of this study was to determine the effect of Play-Based Approach Digital Game Based Learning (DGBL) on Cooperation and Skills Improvement Play Soccer. The research method used experimental method using a pretest-posttest Design Randomize Control Group Design. The instrument of this study using a questionnaire the cooperation of the development of the theory put forward by Auweele et al. (1999) and Game Performance assessment Instrument (GPAI). Statistical analysis techniques used Techniques Paired Sample t Test at significance level α = 0.05. The results showed that for the improvement of cooperation obtained value (Sig.) 0,007 <0,050. As for the Game Performance obtained value (Sig.) Of 0.000 <0.050. The conclusion from this study that one). There Effect of Game Based Approach on Digital Game-Based Approach Playing Base Learning (DGBL) To Increase Cooperation, 2). There Effect of Game Based Approach on Digital Game-Based Approach Playing Base Learning (DGBL) To Game Performance. The recommendation of the writer is to create and develop media DGBL more specifically to involve IT experts in accordance with the number of the needs and characteristics of the game.

Item Type: Skripsi,Tesis,Disertasi (S2)
Additional Information: No. Panggil : T POR WIS p-2016; Pembimbing : Berliana.
Uncontrolled Keywords: Pendekatan Bermain, DGBL, Kerjasama dan Keterampilan Bermain, Games Approach, DGBL, Cooperation and Game Performance.
Subjects: L Education > LB Theory and practice of education
R Medicine > RA Public aspects of medicine > RA0421 Public health. Hygiene. Preventive Medicine
R Medicine > RJ Pediatrics > RJ101 Child Health. Child health services
Divisions: Sekolah Pasca Sarjana > Pendidikan Olahraga S-2
Depositing User: Mr mhsinf 2017
Date Deposited: 09 Aug 2017 07:41
Last Modified: 09 Aug 2017 07:41
URI: http://repository.upi.edu/id/eprint/24529

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