Aini, Afni Tias Nurul (2016) PENERAPAN METODE INKUIRI TERBIMBING DENGAN GAMIFICATION PADA MATA PELAJARAN BASIS DATA DI SMK. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Kemajuan dan perkembangan teknologi internet memiliki dampak yang sangat besar termasuk dalam dunia pendidikan. Siswa dapat menggunakanya untuk mencari informasi dan ilmu baru. Tapi tidak ada filter untuk semua informasi yang tersedia di internet, hal ini membuat siswa kebingungan memilih informasi yang sesuai dengan pembelajaran dan memilih informasi yang valid. Disinilah bimbingan diperlukan untuk memilih tingkatan materi dan memberikan jawaban “benar”. Tujuan penelitian ini adalah mengetahui bagaimana mengimplementasikan metode inkuiri terbimbing dan melihat respon siswa terhadap media yang diberikan. Penelitian dilakukan dengan membangun sebuah media pembelajaran dengan metode inkuiri terbimbing yang kemudian dinilai oleh para ahli dan dicobakan kepada siswa untuk mendapatkan penilaian. Berdasarkan dari penelitian yang telah dilakukan, dalam mengimplementasikan metode inkuiri terbimbing untuk memotivasi siswa dimasukkanlah unsur gamification. Hasil respon kepuasan siswa terhadap media pembelajaran berdasarkan Questionnaire for User Interaction Satisfaction dan penilaian oleh para ahli termasuk dalam kategori Baik sekali. Sedangkan hubungan antara kepuasan siswa dan kelulusan siswa termasuk sedang. Hal ini menunjukkan bahwa media pembelajaran yang dibuat akan digunakan berulang kali oleh siswa sebagai alat bantu pembelajaran secara mandiri.;---The advent of internet technology has brought a huge impact including education. The web offers so many activities, student can use it to seek new knowledge beacuse web provides a wealth of information. But there is no filter for all that information in the internet, this case makes student confuse to choose which information is relevant to their study and which one is valid. This is where the guided for student is needed, as for confine the subject and as an authorithy figure to provide the “correct” answer. The purpose of this study is to implementation guided inquiry method into web-based learning environment. And to see how the student respond to the learning environment they given to and to see correlation between pretest pass and their respond. After building the media the student try it for several hours and fill the questionnaire. The findings reveald that not all point on guided inquiry method can be translate into web based learning. And using gamification element to motivate student in the first step of guided inquiry is suitable in web-based design. This study find there is a average correlation between student respond with the pretest pass. This respond indicate that not all student who give the high satisfaction have a chance to pass the pretest. The student respond based on Questionnaire for User Interaction Satisfaction and the judgment of the expert suggest that web based learning with guided inquiry approach is a very good environment to learn and based on highly respond of student satisfaction indicate that they will be continue using the media to help them learn by themselves.
Item Type: | Thesis (S1) |
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Additional Information: | No. Panggil : S KOM AIN p-2016; Pembimbing : I. Munir, II. Novi Sofia. |
Uncontrolled Keywords: | Metode Inkuiri Terbimbing, Gamification, Multimedia Pembelajaran Berbasis web, Guided Inquiry, Web Based Learning, gamification. |
Subjects: | L Education > L Education (General) Z Bibliography. Library Science. Information Resources > ZA Information resources > ZA4450 Databases |
Divisions: | Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer |
Depositing User: | Mr mhsinf 2017 |
Date Deposited: | 13 Oct 2017 06:56 |
Last Modified: | 13 Oct 2017 06:56 |
URI: | http://repository.upi.edu/id/eprint/27281 |
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