S KOM 1100143 Abstract

PENERAPAN MULTIMEDIA PUZZLE GAME BERBASIS PROBLEM BASED
LEARNING MENGGUNAKAN ALGORITMA BACKTRACKING UNTUK
MENINGKATKAN PEMAHAMAN SISWA SMKN PADA MATERI OSI

ABSTRAK

Oleh :
BAREP DIMAS NURJIWANDA
1100143

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan
multimedia puzzle game berbasis problem based learning menggunakan
algoritma backtracking untuk meningkatkan pemahaman siswa smkn
pada materi osi dan mengetahui bagaimana respon siswa terhadap
multimedia puzzle game berbasis problem based learning menggunakan
algoritma backtracking. Metode penelitian yang digunakan adalah
metode Research and Development (R&D). dengan desain one group
pretest-posttest design. Sampel yang digunakan pada penelitian ini
adalah siswa kelas X TKJ 1 bidang keahlian Teknik Komputer Jaringan
yang berjumlah 37 orang. Penelitian ini menggunakan instrumen tes
berupa soal yang digunakan untuk pretest dan posttest dan instrumen

non-tes berupa angket. Dari hasil penelitian diketahui bahwa (1)
pemahaman siswa mengalami peningkatan berkategori sedang, hal ini
dibuktikan dengan hasil uji gain terhadap nilai pretest dan posttest siswa
diperoleh index gain sebesar 0,45. (2) respon siswa terhadap multimedia
puzzle game berbasis problem based learning menggunakan algoritma
backtracking termasuk kategori sangat baik dengan persentase sebesar
75,53% untuk aspek perangkat lunak, 73,87% aspek pembelajaran, dan
77,32% untuk aspek komunikasi visual dengan rata-rata keseluruhan
sebesar 75%.

Kata kunci : Puzzle Game, Problem Based Learning, Pemahaman

Barep Dimas Nurjiwanda, 2016
PENERAPAN MULTIMED IA PUZZLE GAME BERBASIS PROBLEM BASED LEARNING MENGGUNAKAN
ALGORITMA BACKTRACKING UNTUK MENINGKATKAN PEMAHAMAN SISWA SMKN PAD A MATERI OSI
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

IMPLEMENTATION OF PUZZLE GAME MULTIMEDIA BASED ON
PROBLEM BASED LEARNING USING BACKTRACKING ALGORITMA
TO INCREASE KNOWLEDGE OF STUDENTS SMKN IN OSI LEARNING


ABSTRACT

BY:
BAREP DIMAS NURJIWANDA
1100143

This research was aimed for understanding the implementation of puzzle
game multimedia based on problem based learning. One of the methods
which was used was algorithm backtracking implementation. This
method was aimed for increasing knowledge in term OSI and feedback
from SMKN’s students in multimedia. The research method which was
used was Research and Development (R&D) method. This method
primary used for one group pretest-posttest design. The sample in this
research was 10th grade of students of TKJ 1 of Network Computer
Technic major, as many as 37 students. This research used test
instrument such as pretest and posttest question and non-test instrument
question. According to the result of this research, it was known that, (1)
There was escalation of student’s knowledge in medium category. This
matter was proved with gain test result to pretest and posttest score. The

students got index gain as many as 0.45. (2) There was feedback from
students to puzzle game multimedia based on problem based learning.
One of the methods which was used was algorithm backtracking
implementation in very good category. The percentage received is as
many as 75.53 percent for software feature, 73.87 percent for learning
feature, and 77.32 percent for visual communication feature. The
average of all features is as many as 75 percent.

Keywords : Puzzle Game, Problem Based Learning, Knowledge.

Barep Dimas Nurjiwanda, 2016
PENERAPAN MULTIMED IA PUZZLE GAME BERBASIS PROBLEM BASED LEARNING MENGGUNAKAN
ALGORITMA BACKTRACKING UNTUK MENINGKATKAN PEMAHAMAN SISWA SMKN PAD A MATERI OSI
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu