PENERAPAN PENDEKATAN BERPIKIR KRITIS DALAM PROSES PEMBELAJARAN DI MASA PANDEMI COVID-19 MENGGUNAKAN GAME INTERAKTIF DI SEKOLAH MENENGAH KEJURUAN (SMK)

Riadh Alfy, - (2021) PENERAPAN PENDEKATAN BERPIKIR KRITIS DALAM PROSES PEMBELAJARAN DI MASA PANDEMI COVID-19 MENGGUNAKAN GAME INTERAKTIF DI SEKOLAH MENENGAH KEJURUAN (SMK). S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Keterampilan berpikir kritis merupakan salah satu poin penting dalam mencapai tujuan pembelajaran, Tujuan penelitian ini yaitu menerapkan pendekatan berpikir kritis melalui media pembelajaran berbantuan game interaktif berbasis Wordwall Game. Kesulitan peserta didik dalam memahami teori dan praktik dalam proses pembelajaran di masa pandemi Covid-19, menjadikan alasan penelitian ini dilakukan. Penelitian ini menggunakan metode kuantitatif yang mengacu pada model pengembangan 4D: define, design, develop, dan disseminate. Jenis pengembangan media pada penelitian ini menggunakan uji coba terbatas dan uji coba lebih luas. Uji coba terbatas dilakukan terhadap siswa Kelas X SMK PGII UT Bandung jurusan Teknik Jaringan Akses. Sedangkan uji coba lebih luas dilakukan terhadap siswa Kelas X SMK Negeri 6 Bandung jurusan Teknik Audio Video. Hasil penelitian ini menunjukkan bahwa game interaktif berbasis Wordwall Game berhasil dirancang dan layak untuk diujikan terhadap peserta didik. Kriteria kelayakan yang diperoleh berdasarkan evaluasi dari dosen pembimbing dan guru pengampu mata pelajaran dinilai sangat baik. Berdasarkan respons siswa dan hasil analisis effect size, penerapan Wordwall Game sebagai treatment pembelajaran dinilai efektif dan memberikan pengaruh dalam melatih keterampilan berpikir kritis peserta didik selama pembelajaran. Peningkatan hasil pre test dan post test peserta didik yang signifikan membuktikan bahwa treatment yang diberikan dapat meningkatkan keterampilan berpikir kritis peserta didik. Critical thinking skills are one of the important points in achieving learning objectives. The purpose of this study is to apply a critical thinking approach through learning media in the form of interactive games based on Wordwall Game. The difficulty of students in understanding theory and practice in the learning process during the Covid-19 pandemic is the reason why this research was carried out. This study uses a quantitative method that refers to the 4D development model: define, design, develop, and disseminate. The type of media development in this study used a limited trial and a wider trial. Limited trials were conducted on students of Class X SMK PGII UT Bandung majoring in Access Network Engineering. While a wider trial was conducted on Class X students of SMK Negeri 6 Bandung majoring in Audio Video Engineering. The results of this study indicate that an interactive game based on Wordwall Game was successfully designed and feasible to be tested on students. Eligibility criteria obtained based on evaluations from supervisors and subject teachers were considered very good. Based on student responsses and the results of effect size analysis, the application of Wordwall Game as a learning treatment is considered effective and has an influence in training students' critical thinking skills during learning. The significant increase in the students' pre test and post test results proves that the treatment given can improve students' critical thinking skills.

Item Type: Thesis (S1)
Uncontrolled Keywords: Berpikir Kritis, Game Interaktif, Wordwall Game
Subjects: L Education > L Education (General)
T Technology > TK Electrical engineering. Electronics Nuclear engineering
Divisions: Fakultas Pendidikan Teknologi dan Kejuruan > Jurusan Pendidikan Teknik Elektro
Depositing User: Riadh Alfy
Date Deposited: 07 Sep 2021 02:32
Last Modified: 07 Sep 2021 02:32
URI: http://repository.upi.edu/id/eprint/66133

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