PENERAPAN MULTIMEDIA INTERAKTIF GAME DENGAN MODEL CONCEPT ATTAINMENT UNTUK MENINGKATKAN PEMAHAMAN SISWA SMK

Husnun, Ulfah (2016) PENERAPAN MULTIMEDIA INTERAKTIF GAME DENGAN MODEL CONCEPT ATTAINMENT UNTUK MENINGKATKAN PEMAHAMAN SISWA SMK. S1 thesis, Universitas Pendidikan Indonesia.

[img]
Preview
Text
S_KOM_1200458_Title.pdf

Download (13kB) | Preview
[img]
Preview
Text
S_KOM_1200458_Abstract.pdf

Download (105kB) | Preview
[img]
Preview
Text
S_KOM_1200458_Table_of_content.pdf

Download (276kB) | Preview
[img]
Preview
Text
S_KOM_1200458_Chapter1.pdf

Download (139kB) | Preview
[img] Text
S_KOM_1200458_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (227kB)
[img]
Preview
Text
S_KOM_1200458_Chapter3.pdf

Download (544kB) | Preview
[img] Text
S_KOM_1200458_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (714kB)
[img]
Preview
Text
S_KOM_1200458_Chapter5.pdf

Download (55kB) | Preview
[img]
Preview
Text
S_KOM_1200458_Bibliography.pdf

Download (135kB) | Preview
[img] Text
S_KOM_1200458_Appendix.pdf
Restricted to Staf Perpustakaan

Download (38kB)
Official URL: http://repository.upi.edu

Abstract

Siswa SMK lebih mendominasi kegiatan praktek daripada penyampaian materi di ruang kelas, sehingga pemberian konsep dasar yang kuat tentang pemahaman materi di sekolah kurang terpenuhi. Hal tersebut yang melatarbelakangi dilakukannya penelitian ini yang bertujuan untuk. Peneliti menggunakan langkah-langkah Mix Methode jenis Sekuensial Eksplanatori. Data penelitian didapatkan dari wawancara survei lapangan yang diberikan kepada Guru Kelas XI dan siswa di salah satu SMK, angket validasi ahli yang diberikan kepada dosen dan guru TKJ serta angket penilaian siswa terhadap multimedia interaktif Game. Data kuantitatif didapatkan dari instrument tes pilihan ganda dan hasil angket tanggapan siswa terhadap multimedia interaktif adventure game. Dan data kualitatif didapatkan dari instrument wawancara kepada siswa. Dari pengolahan data yang dilakukan pada penelitian ini didapatkan hasil: 1) Multimedia interaktif Game dengan model concept attainment dinilai baik dan layak digunakan dengan rata-rata presentase kelayakan 82,19 % oleh ahli media dan 80% oleh ahli materi, 2) Penialian siswa terhadap multimedia interaktif game dengan model concept attainment sebesar 82% , 3) multimedia interaktif game dengan model concept attainment pada mata pelajaran jaringan dasar ini dapat meningkatkan hasil belajar siswa, hal ini dapat kita lihat dari rata-rata nilai kelompok atas yaitu 8 meningkat 3,5 poin, kelompok tengah 7 meningkat 2,5 poin dan kelompok bawah 6,5 meningkat 3,5 poin, 4) multimedia interaktif game dengan model concept attainment ini cocok diterapkan pada siswa kelompok atas, yaitu siswa yang memiliki kemampuan belajar yang tinggi khususnya pada pelajaran jaringan dasar.;---SMK students dominate practice activities rather than the delivery of material in the classroom, thereby granting the basic concept that a strong understanding of the material in schools are lacking. This is the background of this study aimed. Researchers used measures Methode kind Sequential Mix explanatory. The research data obtained from the field survey interview given to Master Class XI and students in one of SMK, expert validation questionnaire given to lecturers and teachers TKJ and student assessment questionnaire to interactive multimedia games. The quantitative data obtained from multiple-choice test instrument and the results of the questionnaire responses of students to the interactive multimedia adventure game. And qualitative data obtained from interviews instrument to students. From the data processing is done in this study showed: 1) interactive Multimedia Adventure Game with concept models Attainment rated good and fit for use with an average percentage of 82.19% eligibility by media experts and 80% by subject matter experts, 2) assessment of students the interactive multimedia game with the model concept attainment of 82%, 3) multimedia interactive adventure game with a model concept attainment in the subject of the basic network can improve student learning outcomes, it can be seen from the average value of the group on that 8 increases 3.5 points, the middle group 7 and group increased 2.5 points below 6.5 increased 3.5 points, 4) interactive multimedia games with this Attainment concept models suitable to be applied on top of a group of students, ie students who have a high learning ability especially on the lessons basic network.

Item Type: Skripsi,Tesis,Disertasi (S1)
Additional Information: No. Panggil : S KOM NUR p-2016; Pembimbing : I. Harsa Wara, II. Rasim.
Uncontrolled Keywords: Multimedia, Game, Model Concept Attainment, Pemahaman Siswa, Multimedia, Adventure Games, Model Concept Attainment, Student Comprehension.
Subjects: L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB2300 Higher Education
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr mhsinf 2017
Date Deposited: 12 Oct 2017 03:33
Last Modified: 12 Oct 2017 03:33
URI: http://repository.upi.edu/id/eprint/26949

Actions (login required)

View Item View Item