RANCANG BANGUN GAME-BASED LEARNING PADA MATA PELAJARAN PEMROGRAMAN DASAR DALAM DESAIN PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING

Putut Sri Wijayanto, - (2019) RANCANG BANGUN GAME-BASED LEARNING PADA MATA PELAJARAN PEMROGRAMAN DASAR DALAM DESAIN PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk membantu peningkatan pemahaman siswa terhadap pemrograman dasar khususnya materi tipe data. Penelitian dilakukan di salah satu SMK Negeri Bandung. Metode yang digunakan adalah metode contextual teaching and learning. Multimedia yang digunakan pada saat pembelajaran ialah multimedia berbasis game. Multimedia dibuat mengetahui kualitas dari multimedia pembelajaran. Instrumen multimedia dilakukan oleh ahli media dan ahli materi menggunakan yang berdasarkan multimedia mania 2003. Dari pengujian tersebut diperoleh hasil penilaian ahli media sebesar 80,83 yang masuk dalam kategori baik dan penilaian ahli materi sebesar 85,83 yang masuk dalam kategori baik. Berdasarkan dari penilaian tersebut dapat disimpulkan bahwa multimedia Game-Based learning sangat layak untuk digunakan dalam pembelajaran. Peningkatan pemahaman ini dikuatkan lagi dengan suatu indeks gain 0,58 pada kelas atas, 0,50 kelas tengah dan 0.47 pada kelas bawah, dengan rata-rata keseluruhan indeks gain tersebut sebesar 0.51. Serta hasil respon pengguna multimedia yang baik dengan rata-rata penilaian 92 % yang interpretasinya sebagai media dapat dikatakan sangat baik. Selain dilihat dari nilai gain, dilihat juga dari nilai perbandingan soal tes pre-test dan post-test, dengan rata – rata perbandingan sebesar 58,6% .; This study aims to help increase students' understanding of basic programming, especially data type material. The research was conducted in one of the Bandung State Vocational Schools. The method used is the method of contextual teaching and learning. Multimedia used when learning is multimedia-based games. Multimedia is made to know the quality of multimedia learning. Multimedia instruments were carried out by media experts and material experts using multimedia mania 2003. From these tests the results of the media expert's assessment were 80.83 which were included in the good category and the material expert's assessment was 85.83 which was in the good category. Based on the assessment, it can be concluded that multimedia Game-Based learning is very feasible for use in learning. This increase in understanding is strengthened again by an index gain of 0.58 in the upper class, 0.50 in the middle class and 0.47 in the lower class, with the overall average gain index being 0.51. As well as the results of good multimedia user responses with an average rating of 92% whose interpretation as media can be said to be very good. Besides being seen from the gain value, it is also seen from the value of comparison of the test ¬re-test and post-test questions, with an average comparison of 58.6%.

Item Type: Thesis (S1)
Additional Information: No Panggil : S KOM PUT r-2019; pembimBing : I. Harsa Wara Prabawa nim : 1407443
Uncontrolled Keywords: Metode contextual teaching and learning , Rancang Bangun Game-Based Learning, Pemrograman Dasar.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education > LB2361 Curriculum
Q Science > QA Mathematics > QA76 Computer software
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Yayu Wulandari
Date Deposited: 11 May 2020 07:22
Last Modified: 11 May 2020 07:22
URI: http://repository.upi.edu/id/eprint/48649

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