MÉDIA GAME FLASH DINA PANGAJARAN NEMBANG GUGURITAN

Muhamad Adnan Dasery, - (2018) MÉDIA GAME FLASH DINA PANGAJARAN NEMBANG GUGURITAN. S1 thesis, Universitas Pendidikan Indonesia.

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

Abstract

Kasangtukang ieu panalungtikan nyaéta kurangna kamampuh siswa nembang guguritan. Tujuan ieu panalungtikan nyaéta pikeun ngadéskripsikeun: 1) kamampuh nembang guguritan siswa samémeh ngagunakeun média game flash; 2) kamampuh nembang guguritan siswa sabada ngagunakeun média game flash, 3) jeung béda kamampuh nembang guguritan saméméh jeung sabada ngagunakeun média game flash. Métode anu digunakeun dina ieu panalungtikan nyaéta studi kuasi ékspérimén, kalawan desain one-group pretest and posttest. téknik ngumpulkeun datana ngagunakeun tés ka 32 siswa di kelas VIII-E SMP Negeri 16 Bandung taun ajar 2018/2019. Dumasar kana hasil panalungtikan kapaluruh: 1) kamampuh nembang guguritan saméméh ngagunakeun média game flash ngahontal rata-rata peunteun 69,5 tina KKM 76; 2) kamampuh nembang guguritan sabada ngagunakeun média game flash ngaronjat jadi 79,1; sarta 3) aya béda anu signifikan antara saméméh ngagunakeun jeung sabada ngagunakeun média game flash. Ieu hal katitén tina hasil uji hipotésis yén t_(itung ) (24,32) > t_tabél 3,37. Tina data di luhur bisa dicindekkeun yén hipotésis alternatif (Ha) ditarima sarta hipotésis nol (H0) ditolak, kalawan ngagunakeun kapercayaan 99%. ;--- This research is motivated by the lack of guguritan singing ability. The objective of this study is to describe: 1) the ability of singing guguritan before using flash game media; 2) the ability of singing guguritan after using flash game media; 3) the difference of guguritan singing ability before and after using flash game media. The method used in this research is quasi-experimental study with using one-group and posttest research design. The technique of collecting data in this research is using a test for class VIII-E students of SMP Negeri 16 Bandung in the 2018/2019 academic year totaling 32 students. Based on the result of this research, aspects founded are: 1) the ability of singing guguritan before using flash game media is about 69,5 of 76 as the standard score; 2) the ability of singing guguritan after using flash game media increases to 79,1; and 3) there is significant difference between the ability of singing guguritan before and after using flash game media. It can be seen from the hypothesis test that tcount (24,32) > ttable 3,37. It means that the alternative hypothesis (Ha) is accepted and the zero hypothesis (H0) is rejected using 99% confidence level.

Item Type: Thesis (S1)
Additional Information: No. Panggil : S BD ADN m-2018; Nama Pembimbing : I. Ramhan, II. Usep Kuswari; NIM : 1404020;
Uncontrolled Keywords: flash game media, singing guguritan, media game flash, nembang guguritan.
Subjects: P Language and Literature > PL Languages and literatures of Eastern Asia, Africa, Oceania
Divisions: Fakultas Pendidikan Bahasa dan Sastra > Jurusan/Program Studi Pendidikan Bahasa Daerah
Depositing User: salsabila
Date Deposited: 04 Mar 2020 07:15
Last Modified: 04 Mar 2020 07:15
URI: http://repository.upi.edu/id/eprint/47489

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