RANCANG BANGUN E-LEARNING MODEL BLENDED LEARNING UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI MASA PANDEMI

    Kurniawan Hidayat, - (2022) RANCANG BANGUN E-LEARNING MODEL BLENDED LEARNING UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA DI MASA PANDEMI. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Blended Learning adalah dua metode pembelajaran antara sinkronus dan secara asinkronus, metode tersebut adalah model pembelajaran yang ideal di masa pandemi ini dalam menciptakan proses belajar agar mencapai tujuan pembelajaran yang optimal. Untuk memicu motivasi dari siswa-siswi agar menarik minat menggunakan metode pembelajaran ini, yaitu menggunakan media menarik dan mudah di akses. Berdasarkan hasil penilaian kuesioner dari siswa-siswi yang mengikuti simulasi E-Learning pada produk media yang telah dikembangkan dinyatakan bahwa, media dikatakan dapat meningkatkan motivasi belajar jika rerata skor masing-masing indikator mengalami peningkatan dari sebelum pembelajaran menggunakan media dan meningkat setelah pembelajaran menggunakan media. Hasil kuesioner sebelum mengikuti pembelajaran E-Learning mendapatkan rerata skor 1,85 termasuk kriteria rendah, sedangkan hasil kuesioner sesudah mengikuti pembelajaran E-Learning mendapatakan rerata skor 3,39 termasuk kriteria tinggi. Pelaksanaan pembelajaran materi Flowchart dapat terintegrasi baik penerapannya karena terdapat sinkron maya dan asinkron mandiri yang menyokong satu sama lain, serta dapat meningkatkan motivasi belajar siswa.

    Blended Learning are two learning methods between Synchronous and Asynchronous, these methods are the ideal learning model in this pandemic period in creating a learning process in order to achieve optimal learning goals. To trigger motivation from students to attract interest using this learning method, namely using interesting and easy-to-access media. Based on the results of the questionnaire assessment from students who took part in the E-Learning simulation on media products that had been developed, it was stated that the media was said to be able to increase learning motivation if the average score of each indicator increased from before learning to use media and increased after learning to use media. The results of the questionnaire before participating in E-Learning learning got an average score of 1.85 including low criteria, while the results of the questionnaire after participating in E-Learning learning got an average score of 3.39 including high criteria. The implementation of Flowchart material learning can be integrated both in its application because there are virtual synchronous and independent asynchronous ones that support each other, and can increase student learning motivation.

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    Official URL: http://repository.upi.edu
    Item Type: Thesis (S1)
    Additional Information: Goodle Schoolar: https://scholar.google.com/citations?view_op=new_profile&hl=en ID SINTA Dosen Pembimbing: Enjang Ali Nurdin: 6141098 Eddy Prasetyo Nugroho: 5990993
    Uncontrolled Keywords: Blended Learning, E-Learning, Learning Motivation, Pandemic, Synchronous, Asynchronous, , Flowchart
    Subjects: L Education > L Education (General)
    Q Science > QA Mathematics > QA76 Computer software
    T Technology > T Technology (General)
    Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
    Depositing User: Kurniawan Hidayat
    Date Deposited: 15 Sep 2022 08:05
    Last Modified: 15 Sep 2022 08:05
    URI: http://repository.upi.edu/id/eprint/80271

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