PENGGUNAAN MEDIA GAME AQUAMATH DI SCRATCH UNTUK MENGATASI KESULITAN BELAJAR PERKALIAN SISWA KELAS 5 SEKOLAH DASAR (Single Subject Research – Penelitian Subjek Tunggal yang dilakukan pada beberapa siswa kelas V di salah satu Sekolah Dasar Negeri di Kecamatan Purwakarta Tahun Ajaran 2021/2022)

Ovie Ayunda Rahmaputri Isnawan, - (2022) PENGGUNAAN MEDIA GAME AQUAMATH DI SCRATCH UNTUK MENGATASI KESULITAN BELAJAR PERKALIAN SISWA KELAS 5 SEKOLAH DASAR (Single Subject Research – Penelitian Subjek Tunggal yang dilakukan pada beberapa siswa kelas V di salah satu Sekolah Dasar Negeri di Kecamatan Purwakarta Tahun Ajaran 2021/2022). S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

ABSTRAK Perkalian merupakan materi esensial yang konsepnya diajarkan sejak kelas 2 sekolah dasar. Namun di salah satu sekolah di Purwakarta ditemukan 3 dari 22 siswa kelas 5 yang mengalami kesulitan belajar perkalian. Rumusan masalah penelitian ini yakni apakah dengan menggunakan media Game Aquamath dapat mengatasi kesulitan pemahaman konsep perkalian dan fakta dasar perkalian 3-9? Serta bagaimana kemampuan pemahaman perkalian siswa setelah menggunakan media Game Aquamath?. Bertujuan untuk mengatasi kesulitan belajar perkalian siswa kelas 5 SD terutama pemahaman konsep dan fakta dasar perkalian 3-9 menggunakan media game Aquamath. Digunakan pendekatan deskriptif kuantitatif, desain eksperimen metode Single Subject Research (SSR) berpola A-B-A-B. Data yang sudah dikumpulkan, dianalisis dengan statistika deskriptif sederhana, kemudian disajikan melalui grafik dan tabel. Hasilnya pada tes Baseline/A1 dari 9 soal subjek 1 melakukan 8 kesalahan dengan skor 14 dan nilai 38, subjek 2 melakukan 8 kesalahan,skor 13 nilai 36, sementara subjek 3 melakukan 6 kesalahan dengan skor 21 nilai 58. Pada tes Intervention2/B2 menggunakan media game Aquamath di Scratch frekuensi kesalahan semua subjek menurun, dari 9 soal subjek 1 melakukan 2 kesalahan dengan skor 33 dan nilai 91, subjek 2 melakukan 2 kesalahan dengan skor 34 nilai 94, dan subjek 3 tidak melakukan kesalahan (0) dengan skor 36 nilai 100. Perolehan Persentasi nilai overlap (tumpang tindih) subjek pada kondisi A-1 terhadap B-1 sebesar 33%, 0% dan 0%. Pada kondisi B2 terhadap A-2 yakni 0%,50% dan 50%. Sehingga dapat disimpulkan bahwa penggunaan media game Aquamath di Scratch dapat mengatasi kesulitan belajar perkalian siswa serta meningkatkan pemahaman siswa terkait konsep perkalian dan fakta dasar perkalian 3-9. Kata Kunci : Media Game Aquamath di Scratch, kesulitan belajar, Perkalian ----- ABSTRACT Multiplication is an essential material whose concept is taught from the 2nd grade of elementary school. But in one school in Purwakarta has been found 3 out of 22 5th grade students who have difficulty learning multiplication. The formulation of the problem of this study is whether by using the media Game Aquamath can overcome the difficulty of understanding the concept of multiplication and basic facts multiplication 3-9? And how the ability of understanding multiplication students after using the media Game Aquamath?.Aims to overcome the difficulties of learning multiplication 5th grade elementary school students, especially understanding the basic concepts and facts of multiplication 3-9 using Aquamath Game media. Used quantitative descriptive approach, experimental design Single Subject Research (SSR) patterned A-B-A-B. Data that has been collected, analyzed with simple descriptive statistics, then presented through graphs and tables. The results on the Baseline/A1 test of 9 questions subject 1 made 8 mistakes with a score of 14 and a value of 38, subject 2 made 8 Mistakes,a score of 13 with a value of 36, while Subject 3 made 6 mistakes with a score of 21 and a vlue of 58. In the Intervention2/B2 test using Aquamath Game media in Scratch, the frequency of all subjects ' mistakes decreased, from 9 questions subject 1 made 2 mistake with a score of 33 and a value of 91, subject 2 made 2 mistakes with a score of 34 with a value of 94, and subject 3 did not make a mistake (0) with a score of 36 with a value of 100. The percentage of overlap value of the three subjects in condition A-1 to B-1 is 33%,0%and 0%. In condition B2 to A-2 is 0%, 50 % and 50%. So it can be concluded that the use of Aquamath Game media in Scratch can overcome students' multiplication learning difficulties and improve students' understanding of multiplication concepts and basic facts of multiplication 3-9. Keywords: Aquamath GameMedia in Scratch, learning difficulties, multiplication

Item Type: Thesis (S1)
Additional Information: Link Google Scholar: https://scholar.google.com/citations?user=w7tN58kAAAAJ&hl=id&oi=ao ID SINTA Dosen Pembimbing : Mamad Kasmad : 5995837 Puji Rahayu : 5993194
Uncontrolled Keywords: Media Game Aquamath di Scratch, kesulitan belajar, Perkalian
Subjects: L Education > L Education (General)
L Education > LC Special aspects of education
Divisions: UPI Kampus Purwakarta > PGSD UPI Kampus Purwakarta
Depositing User: Ovie Ayunda Rahmaputri Isnawan
Date Deposited: 06 Sep 2022 03:25
Last Modified: 06 Sep 2022 03:25
URI: http://repository.upi.edu/id/eprint/77647

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