RANCANG BANGUN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBASIS MAZE GAME DENGAN MODEL EXPLICIT INSTRUCTION UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF SISWA SMK DALAM MATA PELAJARAN PERAKITAN KOMPUTER

Nistrina, Khilda (2016) RANCANG BANGUN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBASIS MAZE GAME DENGAN MODEL EXPLICIT INSTRUCTION UNTUK MENINGKATKAN KEMAMPUAN KOGNITIF SISWA SMK DALAM MATA PELAJARAN PERAKITAN KOMPUTER. S1 thesis, Universitas Pendidikan Indonesia.

[img]
Preview
Text
S_KOM_1200798_Title.pdf

Download (212kB) | Preview
[img]
Preview
Text
S_KOM_1200798_Abstract.pdf

Download (208kB) | Preview
[img]
Preview
Text
S_KOM_1200798_Table_of_content.pdf

Download (315kB) | Preview
[img]
Preview
Text
S_KOM_1200798_Chapter1.pdf

Download (296kB) | Preview
[img] Text
S_KOM_1200798_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (274kB)
[img]
Preview
Text
S_KOM_1200798_Chapter3.pdf

Download (457kB) | Preview
[img] Text
S_KOM_1200798_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (721kB)
[img]
Preview
Text
S_KOM_1200798_Chapter5.pdf

Download (136kB) | Preview
[img]
Preview
Text
S_KOM_1200798_Biblopgraphy.pdf

Download (238kB) | Preview
Official URL: http://repository.upi.edu

Abstract

Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif berbasis maze game dengan model explicit instruction dan mengetahui seberapa besar pengaruh penggunaan multimedia tersebut terhadap peningkatan kognitif siswa pada mata pelajaran perakitan komputer serta mengetahui respon siswa terhadap multimedia yang dibangun. Subjek penelitan adalah siswa kelas X TKJ SMK. Langkah-langkah pada multimedia ini mengacu pada fase-fase model pembelajaran explicit instruction. Pengembangan multimedia ini dilakukan melalui tahap penelitian dan pengumpulan informasi, perencanaan, pengembangan produk, uji coba dan penilaian. Penelitian ini menggunakan metode penelitian Research and Development (R&D), sesuai dengan tujuan penelitian yaitu untuk membangun multimedia pembelajaran. Setelah multimedia dinyatakan layak digunakan, kemudian multimedia digunakan sebagai media pembelajaran pada mata pelajaran perakitan komputer, kemudian untuk mengetahui peningkatan kognitif digunakan instrumen tes berupa pretest dan posttest yang kemudian dicari nilai gain yang telah dinormalisasi, untuk mengetahui respon siswa digunakan angket yang didalamnya terdapat aspek rekayasa perangkat lunak, pembelajaran, dan komunikasi visual. Hasil penelitian ini adalah: 1) Multimedia pembelajaran dinyatakan layak dan di kategorikan sangat baik berdasarkan validasi ahli media dengan presentase 77,32% dan ahli materi dengan persentase 86,95%, 2) Peningkatan pemahaman siswa dengan menggunakan multimedia memperoleh rata-rata nilai gain sebesar 80 dan nilai <g> sebesar 0,57 dan dikategori tinggi pengaruhnya terhadap pembelajaran perakitan komputer. 3) respon positif dari siswa dengan rata-rata presentase 85,06% yang dikategorikan sangat baik.;---This research aims to develop a multimedia interactive learning model, maze based game with explicit instruction model, and to determine how much does the usage of multimedia can affect to the improvement of student’s cognitive on the subjects of computer assembly and to know the student’s response to the multimedia that is built. Research subjects are class X TKJ SMK. Stages in this multimedia refer to the learning model of explicit instruction phases. This multimedia development process is done through careful research implementation and information gathering, planning, product development, trials and assessment. This study applies Research and Development (R & D) methods, corresponds to the goal of this research,to develop multimedia learning. After this multimedia is declared eligible to be used, then it will be applied as a medium for learning with subject: computer assembly course. To determine cognitive enhancement of the students, we use test instruments such as pretest and posttest, which after that we determine gain value which has been normalized. To reveal students’s responses, we use questionnaires in which contained aspects such as software engineering, learning/educating, and visual communication. The conclusions of this research are: 1) Multimedia learning is declared to be feasible/proper and cathegorized as very good based to media expert’s validation appraisal with percentage of 77.32% and subject matter’s expert appraisal with percentage of 86.95%, 2) The increasing of students’s comprehension or understanding by using multimedia attained average score of gain at 80 and the value of <g> 0,57, and this is categorized as to have high influence on learning in computer assembly course. 3) Positive response from students with an average percentage of 85.06% which is considered to be very good.

Item Type: Thesis (S1)
Additional Information: No. Panggil : S KOM NIS r-2016; Pembimbing : I. Heri Sutarno, II. Prasetyo Nugroho.
Uncontrolled Keywords: Multimedia, Maze Game, Model explicit instruction.
Subjects: L Education > L Education (General)
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: 12 Oct 2017 02:44
Last Modified: 12 Oct 2017 02:44
URI: http://repository.upi.edu/id/eprint/26524

Actions (login required)

View Item View Item