Ruskandi, Rizki (2016) PENERAPAN METODE DISCOVERY LEARNING MENGGUNAKAN ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA PADA MATA PELAJARAN SISTEM KOMPUTER. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Penelitian ini bertujuan untuk mengetahui peningkatan pemahaman siswa dengan menerapkan discovery learning berbantuan multimedia pembelajaran adventure game dan mengetahui bagaimana respon siswa terhadap multimedia yang digunakan dalam penelitian ini. Metode penelitian yang digunakan adalah metode eksperimen, sedangkan desain penelitian menggunakan desain pre-experimental dengan bentuk one group pretest-posttest design. Penelitian ini dilakukan di SMK Negeri 2 Bandung, dengan sampel yang digunakan siswa kelas XI TKJ1 sebanyak 35 orang. Instrumen tes yang digunakan pada penelitian ini berupa pretest dan posttest berbentuk soal pilihan ganda, sedangkan instrumen non-tes menggunakan angket. Berdasarkan data penelitian, diperoleh hasil sebagai berikut: (1) pemahaman siswa mengalami peningkatan dengan kategori tinggi, hal tersebut dibuktikan melalui uji gain terhadap nilai pretest dan posttest siswa yang memperoleh index gain sebesar 0,811; (2) hasil respon siswa pada multimedia pembelajaran adventure game termasuk kedalam kategori sangat baik, dengan presentase untuk aspek perangkat lunak sebesar 76,07%, aspek pembelajaran 77,45%, dan aspek komunikasi visual sebesar 74,57%. Presentasi rata-rata keseluruhan sebesar 76,19%. ;---This study aims to find out the improvement of learners' understanding through the implementation of discovery learning with the help of adventure game learning multimedia, and to find out how learners respond to the multimedia used in this study.The research method of this study was experimental method, whereas the research design was pre-experimental in form of one group pretest-posttest design. This study was carried out in SMK Negeri 2 Bandung, involving 35 learners from class X1 TKJ1 as samples. The testing instrument of this study was pretest and posttest in form of multiple choice questions, while the non-test instrument was questionnaire. Based on the data obtained, the results were: (1) The learners’ understanding was increased with excellent rate, proven by gain test for pretest and posttest scores which received index gain of 0,811; (2) Learners’ response to the learning multimedia adventure game was categorized as very good, with the percentage of 76,07% for software aspect, 77,45 for learning aspect, and 74,57 % for visual communication aspect. The total average percentage was 76,19%.
Item Type: | Thesis (S1) |
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Additional Information: | No. Panggil : S KOM RUS p-2016; Pembimbing : I. Parisaoran, II. Wawan Setiawan. |
Uncontrolled Keywords: | Discovery Learning, Adventure Game, Pemahaman, Understanding |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science 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: | 09 Oct 2017 05:39 |
Last Modified: | 09 Oct 2017 05:39 |
URI: | http://repository.upi.edu/id/eprint/26368 |
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