IMPLEMENTASI MULTIMEDIA BERBASIS EDUCATIONAL GAME DENGAN MODEL VISUALIZATION, AUDITORY, KINESTHETIC (VAK) PADA PELAJARAN KOMPUTER DAN JARINGAN DASAR

Mita Yustari, - (2019) IMPLEMENTASI MULTIMEDIA BERBASIS EDUCATIONAL GAME DENGAN MODEL VISUALIZATION, AUDITORY, KINESTHETIC (VAK) PADA PELAJARAN KOMPUTER DAN JARINGAN DASAR. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_KOM_1500867_Title.pdf

Download (464kB)
[img] Text
S_KOM_1500867_Chapter1.pdf

Download (180kB)
[img] Text
S_KOM_1500867_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (310kB)
[img] Text
S_KOM_1500867_Chapter3.pdf

Download (435kB)
[img] Text
S_KOM_1500867_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (1MB)
[img] Text
S_KOM_1500867_Chapter5.pdf

Download (158kB)
[img] Text
S_KOM_1500867_Appendix.pdf
Restricted to Staf Perpustakaan

Download (10MB)
Official URL: http://repository.upi.edu

Abstract

Mata pelajaran Komputer dan Jaringan Dasar merupakan salah satu mata pelajaran wajib dasar program keahlian Teknik Komputer dan Informatika. Mata pelajaran tersebut penting bagi siswa jurusan Teknik Komputer dan Jaringan, karena materi-materi pada mata pelajaran tersebut khususnya Instalasi Jaringan Lokal (LAN) merupakan bekal untuk siswa dapat memahami materi pada mata pelajaran produktif kedepannya. Namun kemampuan kognitif siswa terhadap materi tersebut masih dinilai rendah, hal ini disebabkan oleh berbagai aspek seperti penggunaan media, metode, model, dan proses pembelajaran. Penelitian ini bertujuan untuk merancang dan membuat multimedia intreraktif berbasis Educational Game dengan model Visualization, Auditory, Kinesthetic (VAK) untuk meningkatkan kemampuan kognitif siswa pada materi Instalasi Jaringan Lokal (LAN). Metode penelitian yang digunakan mengadaptasi dari model pengembangan Siklus Hidup Menyeluruh (SHM), dengan sampel penelitian siswa kelas X-TKJ-1 SMK Pekerja Umum Negeri Bandung. Dari penelitian ini didapatkan hasil: 1) Multimedia yang dibuat dinilai baik serta layak digunakan. Didapatkan ratarata persentase sebesar 84,53% dari ahli media dan sebesar 85% dari ahli materi yang termasuk dalam kategori “Sangat Baik”. 2) Penggunaan multimedia meningkatkan kemampuan kognitif siswa, dibuktikan dari ratarata nilai sebesar 35,57. Kemudian mengalami kenaikan setelah menggunakan multimedia, rata-rata nilai menjadi sebesar 76,71. Selain itu berdasarkan hasil pretest dan posttest, diperoleh rata-rata n-gain sebesar 0,64 dengan kriteria efektivitas "Sedang". 3) Siswa memberikan tanggapan dan penilaian baik terhadap multimedia yang dibuat didapatkan rata-rata nilai persentase sebesar 86,81% yang dikategorikan "Sangat Baik".----------Computer and Basic Networking subject is one of mandatory subjects in Computer and Informatics Engineering study field. This subject is important for Computer and Network Engineering students, as the topics covered, especially Local Area Network (LAN) Installation, will provide students the understanding for future subjects. However students’ cognitive ability on that topic is still considered low, this is caused from many aspects, such as the use of media, methods, models, and learning processes. This research aims to design and development an educational-game based interactive multimedia with Visualization, Auditory, and Kinesthetic (VAK) model to increase students’ cognitive ability in Local Area Network (LAN) Installation topic. SHM models used as the research method in this research, using students of class XTKJ-1 in SMK PU Negeri Bandung as sample. The results of this research are: 1) The developed educational-game based multimedia interactive was rated good and proper to use. With average percentage value of 84.53% obtained from media expert and 85% from material expert, categorized as "Very Good". 2) The usage of educational-game based multimedia interactive increases students’ cognitive ability, this can be seen from the average value of students at 35,57. There was an increase after using this multimedia, the average value being 76,71. In addition, based on the results of the pretest and posttest, the average ngain value is 0.59 categorized as "Medium" effectivity criteria. 3) Students provide good responses and assessments of educational-game based interactive multimedia with an average percentage of 86.81%, categorized as "Very Good".

Item Type: Thesis (S1)
Uncontrolled Keywords: Multimedia Interaktif, Educational Game, Model Visualization, Auditory, Kinesthetic (VAK), Siklus Hidup Menyeluruh (SHM), Instalasi Jaringan Lokal (LAN).
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > Program Studi Pendidikan Ilmu Komputer
Depositing User: Mita Yustari
Date Deposited: 30 Jul 2020 02:26
Last Modified: 30 Jul 2020 02:26
URI: http://repository.upi.edu/id/eprint/44080

Actions (login required)

View Item View Item