PENERAPAN MODEL CORE BERBANTUAN MULTIMEDIA BERBASIS ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA TERHADAP MATA PELAJARAN JARINGAN DASAR

Akhmad, Royhan (2017) PENERAPAN MODEL CORE BERBANTUAN MULTIMEDIA BERBASIS ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA TERHADAP MATA PELAJARAN JARINGAN DASAR. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Perkembangan teknologi informasi dan komunikasi telah memberikan pengaruh terhadap dunia pendidikan khususnya dalam proses pembelajaran. Pelaksanaan program belajar dan mengajar dengan inovasi baru perlu diterapkan. Maka dari itu penulis bermaksud membuat proses pembelajaran yang lebih menjadikan siswa lebih aktif dalam pembelajaran. Yaitu dengan menggunakan multimedia dan model pembelajaran dalam proses pembelajarannya. Penelitian ini bertujuan untuk mengetahui bagaimana penerapan model CORE berbantuan multimedia berbasis adventure game pada mata pelajaran jaringan dasar di SMK Negeri 2 Bandung dan mengetahui bagaimana respon siswa terhadap multimedia adventure game yang digunakan. Metode penelitian yang digunakan adalah metode eksperimen dengan desain pre-experimental dalam bentuk one group pretest-posttest design. Sampel yang digunakan pada penelitian ini adalah siswa kelas X TKI 3 yang berjumlah 35 orang. Penelitian ini menggunakan instrumen tes berupa soal yang digunakan untuk pretest dan posttest dan instrumen non-tes berupa angket. Dari hasil penelitian diketahui bahwa (1) pemahaman siswa mengalami peningkatan berkategori sedang, hal ini dibuktikan dengan hasil uji gain terhadap nilai pretest dan posttest siswa diperoleh index gain sebesar 0,542. (2) respon siswa terhadap multimedia berbasis adventure game termasuk kategori sangat baik dengan persentase keseluruhan sebesar 89,41%. Kata kunci : CORE, Adventure Game, Pemahaman Developments of technology information and communication has given the influence to the world of education, especially in the learning process. The implementation of learning and teaching program with a new innovation need to be applied. Therefore writer intended to make the learning process who make the students more active in learning. That is by using multimedia and learning models in the learning process. This study aims to investigate the implementation of CORE models assisted by adventure game multimedia to enhance student’s understanding toward basic network subject in SMK Negeri 2 Bandung and to examine the students’ responses towards the use of adventure game multimedia. This study employed experimental method with pre-experimental design in the form of one group pretest-posttest design. The samples of this study were 35 tenth grade students of TKI 3. The data were obtained from test instruments in the form of pretest and posttest questions and non-test instrument in the form of a questionnaire. The findings showed that (1) students’ comprehension had increased in the medium level, which were proven by the gain test result towards the pretest and posttest score with index gain 0.542, (2) students’ responses in adventure game were in the excellent level with 89.41% of overall average. Keywords: CORE, adventure game, understanding

Item Type: Thesis (S1)
Additional Information: No. Panggil: S_KOM_AKH_p-2017; Pembimbing : I. Parsaoran Siahaan, II. Eka Fitrajaya Rahman
Uncontrolled Keywords: CORE, Adventure Game, Pemahaman
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
T Technology > TK Electrical engineering. Electronics Nuclear engineering
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr. Cahya Mulyana
Date Deposited: 22 Feb 2018 02:38
Last Modified: 22 Feb 2018 02:38
URI: http://repository.upi.edu/id/eprint/29464

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