RANCANG BANGUN MEDIA INTERAKTIF BERBASIS METODE PEMBELAJARAN SQ4R MENGGUNAKAN ADVENTURE GAME UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF SISWA

Alfitri, Latifahny Aridia (2016) RANCANG BANGUN MEDIA INTERAKTIF BERBASIS METODE PEMBELAJARAN SQ4R MENGGUNAKAN ADVENTURE GAME UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF SISWA. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Penelitian ini bertujuan untuk: (1) Membangun media interaktif yang dikembangkan dengan metode pembelajaran SQ4R menggunakan adventure game, (2) Mengetahui kelayakan media interaktif pada materi Simulasi Visual, dan (3) Mengetahui penilaian siswa terhadap media yang dikembangkan. Penelitian dilakukan pada siswa kelas X SMK Negeri 12 Bandung. Langkah-langkah dalam multimedia ini mengacu pada tahap-tahap metode pembelajaran SQ4R. Pengembangan multimedia menggunakan metode Research and Development (R&D) yang dilakukan melalui tahap pengumpulan informasi, perencanaan, pengembangan produk, uji coba dan penilaian. Hasil penelitian menunjukkan bahwa terjadi peningkatan kemampuan kognitif siswa melalui data hasil pretest dan posttest yaitu nilai gain sebesar 0,73 dan termasuk dalam kategori sangat baik. Berdasarkan penilaian dari ahli media dan ahli materi, multimedia dinyatakan layak digunakan dengan presentase 89,32% dari ahli media dan 88,75% dari ahli materi. Sedangkan dari hasil angket siswa sebagian besar siswa (84,29%) memberikan respon positif terhadap media interaktif berbasis metode pembelajaran SQ4R menggunakan adventure game ini.;---This research aims to: (1) Develop a interactive multimedia learning developed with the learning method named SQ4R using adventure games, (2) Determine the feasibility of this interactive media on the study of Visual Simulation, and (3) Getting an assessment of students againts the developed multimedia. This research is carried on the student of 10th class from SMKN 12 Bandung. The steps in this multimedia refers to the stages of SQ4R learning method. The multimedia development is done through the stages of Research and Development (R&D) method: information gathering, planning, product development, testing and assessment. The results showed there is an increase in students' cognitive abilities through pretest and posttest data of a value gain of 0.73 included in the excellent category. Based on the assessment from the media expert and the subject material expert, the multimedia declared fit for use with a precentage of 88.32% from media expert and 88.75% from subject material expert. While the results of the student questuionnaires showed that the majority of student (84.29%) respoded positively to the interactive multimedia based on SQ4R learning method using adventure game.

Item Type: Thesis (S1)
Additional Information: No. Panggil : S KOM ALF r-2016; Pembimbing : I. Eka Fitrajaya, II. Jajang.
Uncontrolled Keywords: Media Interaktif, SQ4R, Adventure Game, Kemampuan Kognitif, Interactive Media, SQ4R, Adventure Game, Cognitive Ability.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr mhsinf 2017
Date Deposited: 16 Aug 2017 06:33
Last Modified: 16 Aug 2017 06:33
URI: http://repository.upi.edu/id/eprint/24954

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