PENGARUH METODE DRILL BERBASIS GAMIFIKASI DIGITAL TERHADAP KEMAMPUAN NUMERASI DAN BERPIKIR KOMPUTASI SISWA DI SD

Risma Tri Rahayu, - (2024) PENGARUH METODE DRILL BERBASIS GAMIFIKASI DIGITAL TERHADAP KEMAMPUAN NUMERASI DAN BERPIKIR KOMPUTASI SISWA DI SD. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk mengidentivikasi perbedaan dan pengaruh metode drill berbasis gamifikasi digital terhadap peningkatan kemampuan numerasi dan berpikir komputasi siswa di SD Kabupaten Purwakarta yang melibatkan 50 orang siswa. Penelitian ini menggunakan desain eksperimen yaitu quasi-experimental dengan dua kelompok. Pengumpulan data dilakukan melalui pretest dan posttest. Hasil penelitian menunjukkan bahwa metode drill berbasis gamifikasi digital memiliki pengaruh signifikan terhadap peningkatan kemampuan numerasi dan berpikir komputasi siswa. Pada kemampuan numerasi, terdapat peningkatan sebesar 11,8% yang dapat dijelaskan oleh metode pembelajaran yang digunakan, sementara pada kemampuan berpikir komputasi, peningkatan yang signifikan mencapai 55,9%. Hal ini mengindikasikan bahwa metode drill berbasis gamifikasi lebih efektif dalam meningkatkan kemampuan berpikir komputasi dibandingkan kemampuan numerasi. Penelitian ini memberikan kontribusi penting terhadap penerapan teknologi dalam pendidikan dasar, menunjukkan bahwa gamifikasi digital dapat meningkatkan keterampilan matematika dan berpikir komputasi siswa. ----- This research aims to identify the differences and influence of digital gamification-based drill methods on improving students' numeracy and computational thinking skills at Purwakarta Regency Elementary School involving 50 students. This research uses an experimental design, namely quasi-experimental with two groups. Data collection was carried out through pretest and posttest. The research results show that the digital gamification-based drill method has a significant influence on improving students' numeracy and computational thinking abilities. In numeracy skills, there was an increase of 11.8% which can be explained by the learning methods used, while in computational thinking skills, there was a significant increase of 55.9%. This indicates that the gamification-based drill method is more effective in improving computational thinking skills than numeracy skills. This research makes an important contribution to the application of technology in elementary education, showing that digital gamification can improve students' mathematical and computational thinking skills.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=list_works&hl=en&user=BxeglZ0AAAAJ ID SINTA Dosen Pembimbing: Dian Permatasari: 6160445 Suprih Widodo: 5978120
Uncontrolled Keywords: gamifikasi digital, kemampuan numerasi, kemampuan berpikir komputasi, metode drill, sekolah dasar. digital gamification, numeracy skills, computational thinking skills, drill method, elementary school. digital gamification, numeracy skills, computational thinking skills, drill method, elementary school. digital gamification, numeracy skills, computational thinking skills, drill method, elementary school.
Subjects: L Education > LB Theory and practice of education > LB1501 Primary Education
L Education > LB Theory and practice of education > LB2361 Curriculum
Q Science > QA Mathematics
Divisions: UPI Kampus Purwakarta > S1 Pendidikan Sistem Teknologi dan Informasi
Depositing User: Risma Tri Rahayu
Date Deposited: 03 Sep 2024 07:54
Last Modified: 03 Sep 2024 07:54
URI: http://repository.upi.edu/id/eprint/122509

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