PENERAPAN BRAIN BASED LEARNING BERBANTUAN MULTIMEDIA INTERAKTIF ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA SMK

Nurhayati, _ (2016) PENERAPAN BRAIN BASED LEARNING BERBANTUAN MULTIMEDIA INTERAKTIF ADVENTURE GAME UNTUK MENINGKATKAN PEMAHAMAN SISWA SMK. S1 thesis, Universitas Pendidikan Indonesia.

[img]
Preview
Text
S_KOM_1206001_Title.pdf

Download (116kB) | Preview
[img]
Preview
Text
S_KOM_1206001_Abstract.pdf

Download (134kB) | Preview
[img]
Preview
Text
S_KOM_1206001_Table_of_content.pdf

Download (134kB) | Preview
[img]
Preview
Text
S_KOM_1206001_Chapter1.pdf

Download (270kB) | Preview
[img] Text
S_KOM_1206001_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (292kB)
[img]
Preview
Text
S_KOM_1206001_Chapter3.pdf

Download (656kB) | Preview
[img] Text
S_KOM_1206001_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (503kB)
[img]
Preview
Text
S_KOM_1206001_Chapter5.pdf

Download (275kB) | Preview
[img]
Preview
Text
S_KOM_1206001_Bibliography.pdf

Download (295kB) | Preview
[img] Text
S_KOM_1206001_Appendix.pdf
Restricted to Staf Perpustakaan

Download (188kB)
Official URL: http://repository.upi.edu

Abstract

Pembelajaran merupakan gabungan dari beberapa komponen, salah satunya adalah media pembelajaran. Oleh karena itu tujuan dari penelitian ini adalah untuk mendapatkan respon siswa, dan mendapatkan data hasil peningkatan pemahaman siswa setelah menggunakan multimedia yang telah dibangun. Penelitian ini menggunakan metode penelitian Quasi Eksperiment. Proses yang dilakukan melalui lima tahapan yaitu analisis, desain, pengembangan, implementasi, dan penilaian. Multimedia yang telah dibangun dan diujicobakan di kelas X RPL 2 SMK Negeri 4 Bandung. Hasil penelitian yang telah dilakukan adalah sebagai berikut : 1) Multimedia pembelajaran dinyatakan layak digunakan dan katerori baik berdasarkan penialain ahli media dengan persentase 80% dan ahli materi dengan persentase 78.33%, 2) Respon siswa terhadap multimedia dikategorikan sangat baik dengan persentase 80.07%, 3) peningktan pemahaman siswa pada indeks gain dengan nilai rata-rata 0.35 dengan kategori sedang, hal tersebut menunjukkan bahwa ada peningkatan kamampuan siswa.;---Learning is a combination of several components, one of them is learning media. Therefore the aim of this study was to obtain student responses, and obtain data from an increased understanding of the students after using multimedia that has been built. This study uses research methods Quasi Eksperiment. The process is carried out through five stages: analysis, design, development, implementation, and assessment. Multimedia has been built and tested in the class X RPL 2 SMK Negeri 4 Bandung. The results of the research that has been done and they were as follows: 1) Multimedia learning is declared proper used and a good category based on the assessment of media experts with a percentage of 80% and material experts with a percentage of 78.33%, 2) The response of students to the multimedia categorized very well with a percentage of 80.07%, 3 ) students' achievement comprehending on the index gain with an average value of 0,35 with the medium category, it shows that there is increased students achievement.

Item Type: Thesis (S1)
Additional Information: No. Panggil : S KOM NUR p-2016; Pembimbing : I. Dedi Ruhendi, II. Budi Laksono.
Uncontrolled Keywords: Mulitmedia pembelajaran, Adventure Game, Brain Based Learning, Quasi Eksperiment, Brain Based Learning, learning multimedia, Adventure Game, Quasi Eksperiment.
Subjects: L Education > L Education (General)
T Technology > T Technology (General)
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mr mhsinf 2017
Date Deposited: 14 Sep 2017 08:00
Last Modified: 14 Sep 2017 08:00
URI: http://repository.upi.edu/id/eprint/26021

Actions (login required)

View Item View Item