PENERAPAN MULTIMEDIA PEMBELAJARAN BERBASIS ADVENTURE GAME DENGAN MODEL ARCS TERHADAP PEMAHAMAN SISWA SMK PADA MATERI JARINGAN DASAR

Maretha, Dhita Putri (2017) PENERAPAN MULTIMEDIA PEMBELAJARAN BERBASIS ADVENTURE GAME DENGAN MODEL ARCS TERHADAP PEMAHAMAN SISWA SMK PADA MATERI JARINGAN DASAR. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Penelitian ini mengkaji tentang kesulitan siswa dalam memahami pelajaran jaringan dasar, hal ini tercermin dari rendahnya hasil belajar siswa. Faktor penyebab masalah tersebut adalah kurangnya antusias siswa dalam pembelajaran, pembelajaran berpusat pada guru dan siswa mudah bosan dalam pembelajaran. Tujuan dari penelitian ini yaitu untuk mengetahui proses merancang dan membangun multimedia pembelajaran berbasis adventure game dengan model ARCS (Attention, Relevance, Confidence, Satisfaction), mengetahui pengaruh multimedia pembelajaran terhadap pemahaman siswa dan tanggapan siswa setelah menggunakan multimedia. Metode penelitian yang digunakan adalah quasi eksperimental dengan nonequivalent control group design, untuk metode pengembangan multimedia peneliti menggunakan model SHM. Hasil penelitian menunujukkan bahwa multimedia yang dikembangkan mendapatkan penilaian dengan kategori sangat baik. Multimedia pun mendapatkan respon penilaian siswa dengan kategori sangat baik. Dan didapatkan peningkatan pemahaman terhadap kelas yang menggunakan multimedia ini.---- This study examines students' difficulties in understanding basic networking lessons, it is reflected in the low student learning outcomes. Factors causing the problem are the lack of enthusiasm of students in learning, teacher-centered learning and students easily bored in learning. The purpose of this research is to know the process of designing and building the learning-based multimedia adventure game using ARCS model (Attention, Relevance, Confidence, Satisfaction), to know the influence of educational multimedia to student's understanding and responses after using multimedia. The research method used is quasi experimental with nonequivalent control group design, for method of multimedia development of researcher using SHM model. The results showed that the developed multimedia get the assessment with very good category. Multimedia also get response assessment of students with very good category. And obtained an increased understanding of the classroom that uses this multimedia.

Item Type: Thesis (S1)
Additional Information: No. Panggil: S KOM MAR p-2017 ; Pembimbing: I. Munir, II. Jajang Kusnendar ; NIM: 1201721
Uncontrolled Keywords: Multimedia Pembelajaran, Adventure Game, Attention Relevance Confidence Satisfaction, Multimedia learning.
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: Mr. Arif Rezkyana Nugraha
Date Deposited: 20 Dec 2018 02:20
Last Modified: 20 Dec 2018 02:20
URI: http://repository.upi.edu/id/eprint/32836

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