MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP PERKALIAN MELALUI MEDIA DRAGON LEARN PADA SISWA YANG MENGALAMI LEARNING DISFUNCTION (Penelitian Subjek Tunggal yang dilakukan pada beberapa Siswa Kelas V di salah satu Sekolah Dasar Negeri Kabupaten Purwakarta Tahun Ajaran 2020/2021)

Zahra Zayinatul Fitria, - (2021) MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP PERKALIAN MELALUI MEDIA DRAGON LEARN PADA SISWA YANG MENGALAMI LEARNING DISFUNCTION (Penelitian Subjek Tunggal yang dilakukan pada beberapa Siswa Kelas V di salah satu Sekolah Dasar Negeri Kabupaten Purwakarta Tahun Ajaran 2020/2021). S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_PGSD_1700427_Title.pdf

Download (590kB)
[img] Text
S_PGSD_1700427_Chapter 1.pdf

Download (411kB)
[img] Text
S_PGSD_1700427_Chapter 2.pdf
Restricted to Staf Perpustakaan

Download (638kB)
[img] Text
S_PGSD_1700427_Chapter 3.pdf

Download (443kB)
[img] Text
S_PGSD_1700427_Chapter 4.pdf
Restricted to Staf Perpustakaan

Download (862kB)
[img] Text
S_PGSD_1700427_Chapter 5.pdf

Download (286kB)
[img] Text
S_PGSD_1700427_Appendix.pdf
Restricted to Staf Perpustakaan

Download (6MB)
Official URL: http://repository.upi.edu

Abstract

ABSTRAK Penelitian ini bertujuan untuk mengetahui tingkat keberhasilan media game Dragon Learn terhadap pemahaman konsep perkalian bagi siswa yang mengalami learning disfunction di salah satu Sekolah Dasar Negeri Kabupaten Purwakarta. Penelitian ini menggunakan pendekatan penelitian kuantitatif dengan desain eksperimen Single Subject Research (SSR) dengan pola A-B-A-B. Subjek penelitian merupakan siswa kelas V Sekolah Dasar yang mengalami learning disfunction. Pengumpulan data pada penelitian ini menggunakan metode tes. Instrumen pengumpulan data yang digunakan adalah tes kemampuan pemahaman konsep perkalian. Data yang diperoleh dianalisis dengan menggunakan statistika deskriptif yang disajikan dalam bentuk tabel dan grafik. Hasil penelitian menunjukkan bahwa media game Dragon Learn dapat meningkatkan kemampuan pemahaman konsep perkalian bagi siswa yang mengalami learning disfunction yang ditunjukkan dengan berkurangnya frekuensi kesalahan subjek pada tes kemampuan setelah diberikan intervensi. Pada tes kemampuan awal (baseline-1) subjek-1 mengalami kesalahan 4 dari 5 butir soal dan mendapatkan skor 20, subjek- 2 mengalami kesalahan 3 dari 5 butir soal dan mendapatkan skor 40, sedangkan subjek-3 mengalami kesalahan 3 dari 5 butir soal dan mendapatkan skor 40. Pada tes kemampuan akhir (intervensi-2) ketiga subjek mengalami kesalahan 0 dari 5 butir soal dan mendapatkan skor 100. Pemahaman konsep perkalian yang meningkat dengan menggunakan media games Dragon Learn ini didukung dengan perolehan persentase overlap ketiga subjek pada kondisi intervensi-1 terhadap baseline-1 sebesar 0% dan perolehan persentase overlap pada kondisi intervensi-2 terhadap baseline-2 subjek 1 dan 2 memperoleh persentase sebesar 50% sedangkan subjek ketiga 0%. Sehingga dapat disimpulkan bahwa media game Dragon Learn dapat meningkatkan kemampuan pemahaman konsep perkalian bagi siswa yang mengalami learning disfunction. Kata Kunci : Pemahaman Konsep, Perkalian, Dragon Learn, Learning Disfunction ----- ABSTRACT This study aims to determine the level of success of the media game Dragon Learn to understanding the concept of multiplication for students who have learning disfunction in one of the public Elementary School District. This study uses a quantitative research approach with experimental design Single Subject Research (SSR) with the pattern A-B-A-B. The subject of research is the students of class V Elementary School experience learning disfunction. Data collection in this research using the method of the test. The instrument of data collection used is to test the ability of understanding the concept of multiplication. The Data obtained were analyzed using descriptive statistics are presented in the form of tables and graphs. The results showed that the media game Dragon Learn can improve the ability of understanding the concept of multiplication for students who have learning disfunction which is indicated by the reduced frequency of errors the subject on the test capability after a given intervention. On the test the ability of the beginning (baseline-1) the subject-1 encountered error 4 of 5 points questions and get a score of 20, the subject - 2 encounter errors 3 of 5 grains of questions and get a score of 40, while the subject-3 experience errors 3 of 5 grains of questions and get a score of 40. On the final proficiency test (intervention 2) third of subjects experienced an error 0 of 5 grains of questions and get a score of 100. Understanding the concept of multiplication increased with the use of a media games Dragon Learn is supported by the acquisition of the percentage overlap of the third subject in the intervention conditions-1 against baseline-1 at 0% and the acquisition of the percentage of overlap on the condition of the intervention-2 against baseline-2 subject 1 and 2 to obtain a percentage of 50%, while the subject of the third 0%. It can be concluded that the media game Dragon Learn can improve the ability of understanding the concept of multiplication for students who have learning disfunction. Keywords : Understanding Of Concepts, Multiplication, Dragon Learn, Learning Disfunction

Item Type: Thesis (S1)
Uncontrolled Keywords: Understanding Of Concepts, Multiplication, Dragon Learn, Learning Disfunction
Subjects: L Education > L Education (General)
L Education > LC Special aspects of education
Divisions: UPI Kampus Purwakarta > PGSD UPI Kampus Purwakarta
Depositing User: Zahra Zayinatul Fitria
Date Deposited: 30 Aug 2021 07:17
Last Modified: 31 Aug 2021 04:37
URI: http://repository.upi.edu/id/eprint/64598

Actions (login required)

View Item View Item