PENERAPAN MODEL CONTEXTUAL TEACHING LEARNING MENGGUNAKAN ANIMASI 2D PADA MATA PELAJARAN PEMROGRAMAN DASAR UNTUK MENINGKATKAN KOGNITIF SISWA

    Regina Azalia Nurjanah, - (2023) PENERAPAN MODEL CONTEXTUAL TEACHING LEARNING MENGGUNAKAN ANIMASI 2D PADA MATA PELAJARAN PEMROGRAMAN DASAR UNTUK MENINGKATKAN KOGNITIF SISWA. S1 thesis, Universitas Pendidikan Indonesia.

    Abstract

    Pemrograman Dasar adalah mata pelajaran yang pada awalnya mungkin terasa jauh dari realitas sehari-hari siswa. Namun, dengan cermat guru perlu memilih contoh-contoh yang dekat dengan kehidupan mereka, guru dapat membantu siswa melihat betapa pentingnya konsep pemrograman dalam situasi nyata. Penelitian ini bertujuan untuk memahami bagaimana penerapan model contextual teaching learning dengan menggunakan media pembelajaran berbasis video animasi 2D dapat meningkatkan kemampuan kognitif siswa SMK. Metode penelitian yang digunakan adalah Smart Learning Environment Establishment Guideline (SLEEG) dan desain penelitian pra experimental jenis one group pretest-posttest. Subjek penelitian yang dipakai adalah siswa kelas X PPLG 2 di SMK Bina Wisata Lembang. Hasil yang didapatkan dari penelitian ini melalui perhitungan uji gain menghasilkan rata-rata gain sebesar 0,47 dan termasuk kriteria efektivitas ‘sedang’. Siswa memberikan respon terhadap media pembelajaran dengan presentase nilai 86,27% dimana angka tersebut termasuk kategori ‘sangat baik’. Sehingga akhir penelitian ini disimpulkan bahwa media pembelajaran berbasis animasi dengan model contextual teaching learning dapat meningkatkan kognitif siswa SMK pada mata pelajaran pemrograman dasar.

    Basic Programming is a subject that may initially feel far removed from a student's everyday reality. However, by carefully selecting examples that are close to their lives, teachers can help students see how important programming concepts are in real situations. This research aims to understand how the application of the contextual teaching learning model using 2D animated video-based learning media can improve the cognitive abilities of vocational school students. The research method used was the Smart Learning Environment Establishment Guideline (SLEEG) and a pre-experimental research design of one group pretest-posttest type. The research subjects used were students of class X PPLG 2 at SMK Bina Wisata Lembang. The results obtained from this research through gain test calculations produced an average gain of 0.47 and included 'medium' effectiveness criteria. Students responded to learning media with a percentage score of 86.27%, where this figure is in the 'very good' category. So at the end of this research it was concluded that animation-based learning media with a contextual teaching learning model can improve vocational school students' cognitive abilities in basic programming subjects.

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S1)
    Additional Information: https://scholar.google.com/citations?hl=en&user=cox-j74AAAAJ ID SINTA Dosen Pembimbing: Budi Laksono Putro : 5993187 Andini Setya Arianti : 6751563
    Uncontrolled Keywords: Contextual Teaching Learning, Media Pembelajaran Berbasis Animasi, Pemrograman Dasar Contextual Teaching Learning, Animation Based Learning Media, Basic Programming
    Subjects: L Education > L Education (General)
    L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
    Q Science > QA Mathematics > QA75 Electronic computers. Computer science
    Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
    Depositing User: Regina Azalia Nurjanah
    Date Deposited: 29 Dec 2023 09:25
    Last Modified: 03 Jan 2024 06:30
    URI: http://repository.upi.edu/id/eprint/113939

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