PENERAPAN EXPERIENTAL LEARNING BERBANTUAN ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN EKSTRAPOLASI SISWA PADA MATA PELAJARAN PEMOGRAMAN DASAR

Liza Mustika, - (2019) PENERAPAN EXPERIENTAL LEARNING BERBANTUAN ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN EKSTRAPOLASI SISWA PADA MATA PELAJARAN PEMOGRAMAN DASAR. S1 thesis, Universitas Pendidikan Indonesia.

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

Abstract

Penelitian ini bertujuan untuk a) mengetahui penerapan model pembelajaran experiental learning berbantuan adventure game b) mengetahui peningkatan pemahaman ekstrapolasi siswa setelah diterapkan model pembelajaran experiental learning berbantuan adventure game c) mengetahui respons tanggapan siswa setelah pembelajaran model experiental learning berbantuan adventure game. Subjek dari penelitian ini adalah siswa kelas X di SMK PU Negeri Bandung, yaitu kelas X TKJ 1 sebagai kelas eksperimen dan X TKJ 2 sebagai kelas kontrol. Metode penelitian yang digunakan dalam penelitian ini adalah Quasi-Experimental Design dengan Nonequivalent Control Group Design. Berdasarkan penelitian diperoleh data hasil pretest dan posttest yang diberikan kepada siswa setelah penerapan experiental learning menggunakan berbantuan adventure game. Nilai rata-rata pretest yang diperoleh untuk kelas eksperimen memiliki rata-rata nilai 40,8 dan kelas kontrol rata-rata nilai 42,9, sedangkan nilai rata-rata posttest yang diperoleh untuk kelas eksperimen memiliki rata-rata nilai 81,1 dan kelas kontrol rata-rata nilai 78,8. Dari uji prasyarat yang mencakup uji normalitas dan uji homogenitas, didapatkan hasil yang normal dan homogen pada tiap kelas. Selanjutnya pada pengujian hipotesis yang diolah dengan menggunakan uji-t, diperoleh hasil H1 diterima karena hasil thitung > ttabel yaitu 1,779 > 1,668. Sehingga dapat disimpulkan, terdapat perbedaan nilai rata-rata siswa antara pembelajaran menggunakan model pembelajaran experiental learning berbantuan adventure game dengan pembelajaran menggunakan model pembelajaran experiental learning secara konvensional. Hal ini juga dapat dilihat dari angket respon siswa sebesar 81,04% yang termasuk kedalam skala kategori sangat baik.; This study aims to: a) find out the application of adventure game helped by experiential learning model b) to know an increase in students' understanding of extrapolation after applied experiental learning model helped by adventure game c) to find out the response of students after learning with experiental learning model helped by adventure game. The subjects of this study were students of class X at SMK PU Negeri Bandung, namely the X TKJ 1 class as the experimental class and X TKJ 2 as the control class. The research method used in this study is Quasi-Experimental Design with Nonequivalent Control Group Design. Based on the research, the data obtained from the pretest and posttest given to students after the application of experiential learning using assisted adventure games. The average value of the pretest obtained for the experimental class has an average value of 40.8 and the control class has an average value of 42.9, while the average value of the posttest obtained for the experimental class has an average value of 81.1 and class control average value of 78.8. From the prerequisite test which included the normality test and homogeneity test, the results were normal and homogeneous in each class. Furthermore, in testing hypotheses that are processed using the t-test, H1 results are received because the results of t count> t table are 1.779> 1.668. So that it can be concluded, there are differences in the average value of students between learning using experiential learning models assisted by adventure games with learning using conventional learning learning models. This can also be seen from the student response questionnaire of 81.04% which is included in the category scale very well.

Item Type: Tugas Akhir,Skripsi,Tesis,Disertasi (S1)
Additional Information: No Panggil : S KOM LIZ p-2019; Pembimbing : I. Jajang Kusnendar, II. Munir; NIM : 1407430
Uncontrolled Keywords: Experiental Learning, Adventure Game , Pemahaman Ekstrapolasi
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Yayu Wulandari
Date Deposited: 06 May 2020 04:02
Last Modified: 06 May 2020 04:02
URI: http://repository.upi.edu/id/eprint/48599

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