RANCANG BANGUN MULTIMEDIA BERBASIS ADVENTURE GAME DENGAN MENGGUNAKAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN JARINGAN DASAR KOMPUTER

Yudo, Slamet (2016) RANCANG BANGUN MULTIMEDIA BERBASIS ADVENTURE GAME DENGAN MENGGUNAKAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN JARINGAN DASAR KOMPUTER. S1 thesis, Universitas Pendidikan Indonesia.

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

Abstract

Saat ini proses pembelajaran pada mata pelajaran jaringan dasar komputer di SMK masih berpusat pada guru. Hal ini menyebabkan kurang nya motivasi, peran dan rendah nya hasil belajar siswa pada mata pelajaran tersebut. Dalam penelitian ini penulis mengembangkan suatu multimedia berbasis game dengan menggunakan aplikasi pembuat game Construct 2 sebagai solusi dari permasalahan tersebut. Multimedia ini juga menggunakan model pembelajaran problem based learning berupa metode belajar yang menggunakan masalah sebagai langkah awal dalam mengumpulkan dan mengintegrasikan pengetahuan baru berdasarkan pengalamannya. Tahapan penelitian dan pengembangan yang dilakukan meliputi lima tahapan yaitu tahap analisis, desain, pengembangan, implementasi dan penilaian. Data yang dikumpulkan berasal dari 3 orang ahli, 30 siswa saat uji coba dan 32 siswa saat implementasi. Instrumen pengumpulan data berupa angket dan tes kemampuan pemahaman siswa dengan pretest dan posttest. Multimedia ini termasuk dalam kategori sangat layak berdasarkan hasil perolehan persentase validasi ahli yaitu sebesar 86.05%. Multimedia ini juga memberikan peningkatan hasil belajar pada siswa berdasarkan perolehan nilai indeks gain untuk tiap-tiap kelompok kelas. ;---Currently the process of learning on the subjects of the basic network of computers in vocational still centered on the teacher. This led to his lack of motivation, and the role of its low student learning outcomes in these subjects. In this study, the authors developed a game-based multimedia application using game maker Construct 2 as a solution to these problems. It also uses the multimedia learning model of problem based learning in the form of a learning method that uses a problem as the first step in collecting and integrating new knowledge based on experience. Stages of research and development being done includes five stages: stage of analysis, design, development, implementation and assessment. The data collected comes from 3 experts, while testing 30 students and 32 students at the time of implementation. Data collection instruments such as questionnaires and ability tests students' understanding with pretest and posttest. Multimedia is included in the category of very decent percentage based on the acquisition of expert validation that is equal to 86.05%. Multimedia also provides improved learning outcomes of students based on the acquisition value of the index gain for each class group.

Item Type: Skripsi,Tesis,Disertasi (S1)
Additional Information: No. Panggil : S KOM YUD r-2016; Pembimbing : I. Enjang, II. Roni Setia.
Uncontrolled Keywords: Multimedia, Game, Model Problem Based Learning (PBL),
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
T Technology > T Technology (General)
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr mhsinf 2017
Date Deposited: 24 Aug 2017 07:05
Last Modified: 24 Aug 2017 07:05
URI: http://repository.upi.edu/id/eprint/25134

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