PENINGKATAN PEMAHAMAN KONSEP SISWA SMK MELALUI MULTIMEDIA GAME ADVENTURE DENGAN MODEL EXPLICIT INSTRUCTION

    Firdausi, Nuruly (2016) PENINGKATAN PEMAHAMAN KONSEP SISWA SMK MELALUI MULTIMEDIA GAME ADVENTURE DENGAN MODEL EXPLICIT INSTRUCTION. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Penelitian ini bertujuan membuat peningkatan pemahaman konsep siswa SMK melalui multimedia pembelajaran dalam bentuk game adventure menggunakan model explicit instruction dan memperoleh kelayakan dalam lingkup penggunanya. Pendekatan dan metode dalam penelitian ini adalah pendekatan kuantitatif dan metode pre-experimental serta menggunakan desain one group pretest-posttest. Sampel penelitian ini yaitu siswa kelas XI-RPL A di SMK Medika Com Bandung. Dari penelitian ini didapatkan hasil : 1) multimedia game adventure menggunakan model explicit instruction dinilai baik dan layak digunakan dengan rata-rata persentase kelayakan 84% oleh ahli media, kemudian hasil respons siswa terhadap multimedia game adventure dengan persentase 86% dengan kategori sangat baik. 2) dengan rincian 82% untuk aspek rekayasa perangkat lunak, 87% untuk aspek pembelajaran, dan 89% untuk aspek komunikasi visual. 3) multimedia game adventure memberikan adanya peningkatan pemahaman konsep dengan melihat indeks gain, kelompok atas sebesar 0,48, kelompok tengah 0,40 dan kelompok bawah 0,45. Dapat disimpulkan bahwa penggunaan multimedia game adventure menggunakan model explicit instruction dapat digunakan sebagai media pembelajaran di sekolah. --- This research aims to create an improved understanding of the concept of vocational students through multimedia learning in the form of adventure game using the model of explicit instruction and gain eligibility within its scope. Approaches and methods in this study is a quantitative approach and methods as well as the pre-experimental design using one group pretest-posttest. Samples of this study are students of class XI-RPL A SMK Medika Com Bandung. From this study, the result of: 1) multimedia adventure game using a model of explicit instruction is considered good and fit for use by the average percentage of the feasibility of 84% by media experts, and the results of a student's response to the multimedia adventure game with a percentage of 86% with a very good category. 2) with the details of 82% to aspects of software engineering, 87% for the learning aspect, and 89% for visual communication aspects. 3) multimedia adventure games provide an increased understanding of the concept by looking at the index gain, up 0.48 group, middle group 0,40 and a lower group 0,45. It can be concluded that the use of multimedia adventure game using a model of explicit instruction can be used as a medium of learning in school.

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    Additional Information: No. Panggil : S KOM FIR p-2016; Pembimbing : I. Heri Sutarno II. Harsa Wara Prabawa
    Uncontrolled Keywords: Multimedia, Game Adventure, Model Explicit Instruction, Pemahaman Konsep, Understanding Concepts .
    Subjects: L Education > L Education (General)
    Q Science > QA Mathematics > QA76 Computer software
    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: 28 Aug 2017 08:17
    Last Modified: 28 Aug 2017 08:17
    URI: http://repository.upi.edu/id/eprint/25310

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