EFEKTIVITAS GAME BERBASIS KOMPUTER PADA MATERI ATOM UNTUK MENINGKATKAN PENGUASAAN KONSEP DAN KETERAMPILAN BERPIKIR KRITIS SISWA KELAS VIII

Rudiyanto, - (2016) EFEKTIVITAS GAME BERBASIS KOMPUTER PADA MATERI ATOM UNTUK MENINGKATKAN PENGUASAAN KONSEP DAN KETERAMPILAN BERPIKIR KRITIS SISWA KELAS VIII. S2 thesis, Universitas Pendidikan Indonesia.

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Abstract

Tujuan penelitian ini adalah untuk mengetahui keefektifan game berbasis komputer yang dikembangkan pada materi Atom terhadap penguasaan konsep dan keterampilan berpikir kritis siswa kelas VIII. Penelitian ini termasuk penelitian mixed methods karena berfokus pada pengumpulan, penganalisisan, dan pencampuran data kualitatif dan data kuantitatif dalam suatu penelitian tunggal. Setelah game yang dikembangkan selesai, maka diterapkan dalam pembelajaran. Desain penelitian ini adalah pre-test and post-test group design dan mengambil sampel dua kelas pada kelas VIII SMP Islam Tugasku di Pulo Mas, Jakarta Timur dengan jumlah siswa masing-masing 31 dan 30 orang. Berdasarkan uji perbedaan rerata pada taraf signifikansi 0,05, didapatkan hasil bahwa kelas yang diberi pembelajaran menggunakan game yang dikembangkan mempunyai penguasaan konsep dan keterampilan berpikir kritis yang lebih baik daripada kelas yang diberi pembelajaran menggunakan metode konvensional. Game yang dikembangkan secara efektif mampu meningkatkan penguasaan konsep kategori tinggi sebanyak 35,48% siswa, kategori sedang sebanyak 51,61% siswa, dan kategori rendah sebanyak 12,90% siswa, serta mampu meningkatkan keterampilan berpikir kritis kategori tinggi sebanyak 12,90% siswa, kategori sedang sebanyak 80,64% siswa, dan kategori rendah sebanyak 6,45% siswa. Hasil penelitian juga menunjukkan bahwa terdapat hubungan yang cukup antara pretes dengan postes penguasaan konsep dan keterampilan berpikir kritis pada kelas dengan pembelajaran menggunakan game yang dikembangkan dengan koefisien korelasi sebesar 0,343 dan 0,339. Hasil penelitian juga menunjukkan ada hubungan yang kuat antara penguasaan konsep dengan keterampilan berpikir kritis pada kelas dengan pembelajaran menggunakan game yang dikembangkan dengan koefisien korelasi sebesar 0,509 dan 0,507. Kata kunci : Game berbasis komputer, penguasaan konsep, dan keterampilan berpikir kritis.   game that was developed in the material Atom towards mastery of concepts and critical thinking skills of students of class VIII. This research was focused on mixed methods for collecting, analyzing, and mixing quantitative and qualitative data in a single study. After the game developed is completed, then applied in teaching. This study design is a pre-test and post-test group design and take samples of two classes in grade VIII SMP Islam Tugasku in Pulo Mas, East Jakarta with the number of students respectively 31 and 30 people. Based on the mean difference test at significance level of 0.05, showed that a class by learning using games developed have mastery of concepts and critical thinking skills are better than classroom learning by using conventional methods. Games developed effectively able to improve the mastery of the concept of high category as much as 35.48% of the students, a category was as much as 51.61% of the students, and as much as 12.90% lower categories of students, and able to enhance critical thinking skills of high category as much as 12.90% students, the category was as much as 80.64% of the students, and as much as 6.45% lower categories of students. The results also show that there is a sufficient relationship between the pretest to posttest mastery of concepts and critical thinking skills in the classroom by using a learning game developed with a correlation coefficient of 0.343 and 0.339. The results also showed a strong correlation between mastery of concepts with critical thinking skills in the classroom by using a learning game developed with a correlation coefficient of 0.509 and 0.507. Keywords : Computer based game, mastery of concepts, and critical thinking skills.

Item Type: Skripsi,Tesis,Disertasi (S2)
Additional Information: No. Panggil : T IPA RUD e-2016; Pembimbing : I. Ijang Rohman
Uncontrolled Keywords: Game berbasis komputer, penguasaan konsep, dan keterampilan berpikir kritis.
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > Q Science (General)
Divisions: Sekolah Pasca Sarjana > Pendidikan IPA S-2
Depositing User: Mrs. Neni Sumarni
Date Deposited: 12 Oct 2017 03:02
Last Modified: 12 Oct 2017 03:02
URI: http://repository.upi.edu/id/eprint/26634

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