S KOM 1205990 Table of content
DAFTAR ISI
ABSTRAK .................................................................................................................. i
DAFTAR ISI .............................................................................................................iii
KATA PENGANTAR ............................................................................................... ix
UCAPAN TERIMAKASIH ........................................................................................ x
BAB I PENDAHULUAN ........................................................................................... 1
1.1
Latar Belakang.............................................................................................. 1
1.2
Rumusan Masalah......................................................................................... 4
1.3
Batasan Masalah ........................................................................................... 4
1.4
Tujuan Penelitian .......................................................................................... 5
1.5
Manfaat Penelitian ........................................................................................ 5
1.6
Struktur Organisasi Skripsi ........................................................................... 6
BAB II KAJIAN PUSTAKA ...................................................................................... 8
2.1
Belajar dan Pembelajaran .............................................................................. 8
2.1.1
Belajar ................................................................................................... 8
2.1.2
Pembelajaran ......................................................................................... 8
2.2
Multimedia ................................................................................................... 9
2.2.1
Media .................................................................................................... 9
2.2.2
Multimedia .......................................................................................... 10
2.3
Problem Based Learning ............................................................................ 13
2.3.1
Pengertian PBL .................................................................................... 13
2.3.2
Tahapan – Tahapan Model PBL ........................................................... 14
2.4
Game .......................................................................................................... 15
2.4.1
Pengertian Game ................................................................................. 15
2.4.2
Game Engine ....................................................................................... 16
2.5
Metode Penelitian ....................................................................................... 17
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
2.5.1
Gall, Gall & Borg ................................................................................ 18
2.5.2
Sugiyono ............................................................................................. 19
2.5.3
Munir .................................................................................................. 20
2.6
Teori – Teori Instrumen Penelitian .............................................................. 22
2.6.1
Tes Soal............................................................................................... 22
2.6.2
Rating scale ......................................................................................... 22
2.6.3
Multimedia .......................................................................................... 23
BAB III METODE PENELITIAN ............................................................................ 24
3.1
Metode Penelitian ....................................................................................... 24
3.1.1
Metode Penelitian ................................................................................ 24
3.1.2
Prosedur Penelitian Pengembangan...................................................... 24
3.2 Desain Penelitian ............................................................................................ 25
3.2.1
Tahap Analisis ..................................................................................... 26
3.2.2
Tahap Desain ....................................................................................... 27
3.2.3
Tahap Pengembangan .......................................................................... 28
3.2.4
Tahap Implementasi............................................................................. 29
3.2.5
Tahap Penilaian ................................................................................... 30
3.3
Populasi dan sampel.................................................................................... 30
3.4
Instrumen Penelitian ................................................................................... 31
3.4.1
Instrument Studi Lapangan .................................................................. 31
3.4.2
Instrument Tes ..................................................................................... 31
3.4.3
Instrument Validasi Ahli ...................................................................... 32
3.4.4
Instrument Penilaian sampel terhadap multimedia ................................ 32
3.4.5
Instrument Peningkatan Pemahaman .................................................... 32
3.5
Analisis Data .............................................................................................. 32
3.5.1
Analisis instrumen studi lapangan ........................................................ 32
3.5.2
Analisis data tes (Tes Kemampuan Pemahaman) ................................. 33
3.5.3
Analisis data validasi ahli dan penilaian siswa terhadap multimedia ..... 35
BAB IV TEMUAN DAN PEMBAHASAN .............................................................. 37
4.1
Temuan....................................................................................................... 37
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
4.1.1
Tahap Analisis ..................................................................................... 37
4.1.2
Tahap Desain ....................................................................................... 42
4.1.3
Tahap Pengembangan .......................................................................... 45
4.1.4
Tahap Implementasi............................................................................. 60
4.1.5
Tahap penilaian ................................................................................... 66
4.2
Pembahasan Penelitian ................................................................................ 73
4.2.1
Tahap Analisis ..................................................................................... 73
4.2.2
Tahap Desain ....................................................................................... 74
4.2.3
Tahap pengembangan .......................................................................... 75
4.2.4
Tahap Implementasi............................................................................. 78
4.2.5
Tahap Penilaian ................................................................................... 78
BAB V SIMPULAN DAN REKOMENDASI ........................................................... 88
5.1
Simpulan .................................................................................................... 88
5.2
Rekomendasi .............................................................................................. 89
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR TABEL
Tabel 3. 1 : Korelasi Validitas ............................................................................ 33
Tabel 3. 2 : Koefisien Reliabilitas ...................................................................... 33
Tabel 3. 3 : Koefisien Daya Pembeda ................................................................. 34
Tabel 3. 4 : Koefisien Tingkat Kesukaran .......................................................... 35
Tabel 3. 5 : Kategori tingkat Validitas ................................................................ 36
Tabel 4. 1 : Langkah-langkah Model Pembelajaran PBL pada Multimedia. ........ 43
Tabel 4. 2 : Tabel antarmuka multimedia ........................................................... 46
Tabel 4. 3 : Hasil Blackbox Testing ................................................................... 50
Tabel 4. 4 : Hasil Angket Penilaian Ahli Media.................................................. 59
Tabel 4. 5 : Hasil Angket Penilaian Ahli Materi ................................................. 60
Tabel 4. 6 : hasil ujicoba responden tahap Satu .................................................. 61
Tabel 4. 7 : Kasus perbaikan dan hasil perbaikan ............................................... 63
Tabel 4. 8: hasil ujicoba responden tahap dua ..................................................... 64
Tabel 4. 9: Kasus perbaikan dan hasil perbaikan ................................................ 66
Tabel 4. 10: Hasil Evaluasi ................................................................................ 67
Tabel 4. 11: Mencari Skor Frekuensi .................................................................. 70
Tabel 4. 12 : : Batas kelompok atas dan bawah Pretest ....................................... 71
Tabel 4. 13: Data kelompok ............................................................................... 71
Tabel 4. 14: Pembagian kelas ............................................................................. 71
Tabel 4. 15: Pembagian kelas sebelum menggunakan multimedia ...................... 79
Tabel 4. 16: Uji normalitas sebelum menggunakan multimedia .......................... 81
Tabel 4. 17 : Uji Homogenitas sebelum menggunakan multimedia ..................... 82
Tabel 4. 18: Pembagian kelas setelah menggunakan multimedia ........................ 82
Tabel 4. 19 : Uji normalitas setelah menggunakan multimedia ........................... 84
Tabel 4. 20 : Uji Homogenitas sebelum menggunakan multimedia ..................... 84
Tabel 4. 21: Uji gain .......................................................................................... 85
Tabel 4. 22: Peningkatan pada kelompok ........................................................... 87
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR GAMBAR
Gambar 2. 1: Game Anawiki Puzzle .................................................................. 17
Gambar 2. 2: Tahapan R&D Gall, Gall & Borg .................................................. 18
Gambar 2. 3: Langkah-langkah R&D Sugiyono ................................................. 19
Gambar 2. 4 : Model Siklus Hidup Menyeluruh (SHM): Pengembangan Software
Multimedia dalam Pendidikan (Modifikasi dari Munir dan Halimah Badioze
Zaman(2011)) .................................................................................................... 20
Gambar 2. 5 : Skala Validasi Multimedia .......................................................... 23
Gambar 4. 1 : DFD utama program kerja multimedia ......................................... 40
Gambar 4. 2 : Gambar DFD proses menuju Check Point .................................... 41
Gambar 4. 3 : DFD proses Ambil Kunci (AK) ................................................... 41
Gambar 4. 4 : Flowchart model pembelajaran PBL ............................................ 45
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR LAMPIRAN
LAMPIRAN 1
a. Silabus
LAMPIRAN 2
a. Instrumen Judgement Soal
b. Validasi Soal
c. Soal Ujian
LAMPIRAN 3
a.
b.
c.
d.
e.
Flowchart
Storyboard
Penilaian ahli media
Penilaian ahli materi
Penilaian responden
LAMPIRAN 4
a. Rencana Pelaksanaan Pembelajaran
LAMPIRAN 5
a.
b.
c.
d.
e.
Form Bimbingan
Hasil PTESOL
Surat Izin penelitian UPI
Surat izin penelitian SMKN 2 Kota Bandung
Dokumentasi
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
ABSTRAK .................................................................................................................. i
DAFTAR ISI .............................................................................................................iii
KATA PENGANTAR ............................................................................................... ix
UCAPAN TERIMAKASIH ........................................................................................ x
BAB I PENDAHULUAN ........................................................................................... 1
1.1
Latar Belakang.............................................................................................. 1
1.2
Rumusan Masalah......................................................................................... 4
1.3
Batasan Masalah ........................................................................................... 4
1.4
Tujuan Penelitian .......................................................................................... 5
1.5
Manfaat Penelitian ........................................................................................ 5
1.6
Struktur Organisasi Skripsi ........................................................................... 6
BAB II KAJIAN PUSTAKA ...................................................................................... 8
2.1
Belajar dan Pembelajaran .............................................................................. 8
2.1.1
Belajar ................................................................................................... 8
2.1.2
Pembelajaran ......................................................................................... 8
2.2
Multimedia ................................................................................................... 9
2.2.1
Media .................................................................................................... 9
2.2.2
Multimedia .......................................................................................... 10
2.3
Problem Based Learning ............................................................................ 13
2.3.1
Pengertian PBL .................................................................................... 13
2.3.2
Tahapan – Tahapan Model PBL ........................................................... 14
2.4
Game .......................................................................................................... 15
2.4.1
Pengertian Game ................................................................................. 15
2.4.2
Game Engine ....................................................................................... 16
2.5
Metode Penelitian ....................................................................................... 17
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
2.5.1
Gall, Gall & Borg ................................................................................ 18
2.5.2
Sugiyono ............................................................................................. 19
2.5.3
Munir .................................................................................................. 20
2.6
Teori – Teori Instrumen Penelitian .............................................................. 22
2.6.1
Tes Soal............................................................................................... 22
2.6.2
Rating scale ......................................................................................... 22
2.6.3
Multimedia .......................................................................................... 23
BAB III METODE PENELITIAN ............................................................................ 24
3.1
Metode Penelitian ....................................................................................... 24
3.1.1
Metode Penelitian ................................................................................ 24
3.1.2
Prosedur Penelitian Pengembangan...................................................... 24
3.2 Desain Penelitian ............................................................................................ 25
3.2.1
Tahap Analisis ..................................................................................... 26
3.2.2
Tahap Desain ....................................................................................... 27
3.2.3
Tahap Pengembangan .......................................................................... 28
3.2.4
Tahap Implementasi............................................................................. 29
3.2.5
Tahap Penilaian ................................................................................... 30
3.3
Populasi dan sampel.................................................................................... 30
3.4
Instrumen Penelitian ................................................................................... 31
3.4.1
Instrument Studi Lapangan .................................................................. 31
3.4.2
Instrument Tes ..................................................................................... 31
3.4.3
Instrument Validasi Ahli ...................................................................... 32
3.4.4
Instrument Penilaian sampel terhadap multimedia ................................ 32
3.4.5
Instrument Peningkatan Pemahaman .................................................... 32
3.5
Analisis Data .............................................................................................. 32
3.5.1
Analisis instrumen studi lapangan ........................................................ 32
3.5.2
Analisis data tes (Tes Kemampuan Pemahaman) ................................. 33
3.5.3
Analisis data validasi ahli dan penilaian siswa terhadap multimedia ..... 35
BAB IV TEMUAN DAN PEMBAHASAN .............................................................. 37
4.1
Temuan....................................................................................................... 37
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
4.1.1
Tahap Analisis ..................................................................................... 37
4.1.2
Tahap Desain ....................................................................................... 42
4.1.3
Tahap Pengembangan .......................................................................... 45
4.1.4
Tahap Implementasi............................................................................. 60
4.1.5
Tahap penilaian ................................................................................... 66
4.2
Pembahasan Penelitian ................................................................................ 73
4.2.1
Tahap Analisis ..................................................................................... 73
4.2.2
Tahap Desain ....................................................................................... 74
4.2.3
Tahap pengembangan .......................................................................... 75
4.2.4
Tahap Implementasi............................................................................. 78
4.2.5
Tahap Penilaian ................................................................................... 78
BAB V SIMPULAN DAN REKOMENDASI ........................................................... 88
5.1
Simpulan .................................................................................................... 88
5.2
Rekomendasi .............................................................................................. 89
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR TABEL
Tabel 3. 1 : Korelasi Validitas ............................................................................ 33
Tabel 3. 2 : Koefisien Reliabilitas ...................................................................... 33
Tabel 3. 3 : Koefisien Daya Pembeda ................................................................. 34
Tabel 3. 4 : Koefisien Tingkat Kesukaran .......................................................... 35
Tabel 3. 5 : Kategori tingkat Validitas ................................................................ 36
Tabel 4. 1 : Langkah-langkah Model Pembelajaran PBL pada Multimedia. ........ 43
Tabel 4. 2 : Tabel antarmuka multimedia ........................................................... 46
Tabel 4. 3 : Hasil Blackbox Testing ................................................................... 50
Tabel 4. 4 : Hasil Angket Penilaian Ahli Media.................................................. 59
Tabel 4. 5 : Hasil Angket Penilaian Ahli Materi ................................................. 60
Tabel 4. 6 : hasil ujicoba responden tahap Satu .................................................. 61
Tabel 4. 7 : Kasus perbaikan dan hasil perbaikan ............................................... 63
Tabel 4. 8: hasil ujicoba responden tahap dua ..................................................... 64
Tabel 4. 9: Kasus perbaikan dan hasil perbaikan ................................................ 66
Tabel 4. 10: Hasil Evaluasi ................................................................................ 67
Tabel 4. 11: Mencari Skor Frekuensi .................................................................. 70
Tabel 4. 12 : : Batas kelompok atas dan bawah Pretest ....................................... 71
Tabel 4. 13: Data kelompok ............................................................................... 71
Tabel 4. 14: Pembagian kelas ............................................................................. 71
Tabel 4. 15: Pembagian kelas sebelum menggunakan multimedia ...................... 79
Tabel 4. 16: Uji normalitas sebelum menggunakan multimedia .......................... 81
Tabel 4. 17 : Uji Homogenitas sebelum menggunakan multimedia ..................... 82
Tabel 4. 18: Pembagian kelas setelah menggunakan multimedia ........................ 82
Tabel 4. 19 : Uji normalitas setelah menggunakan multimedia ........................... 84
Tabel 4. 20 : Uji Homogenitas sebelum menggunakan multimedia ..................... 84
Tabel 4. 21: Uji gain .......................................................................................... 85
Tabel 4. 22: Peningkatan pada kelompok ........................................................... 87
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR GAMBAR
Gambar 2. 1: Game Anawiki Puzzle .................................................................. 17
Gambar 2. 2: Tahapan R&D Gall, Gall & Borg .................................................. 18
Gambar 2. 3: Langkah-langkah R&D Sugiyono ................................................. 19
Gambar 2. 4 : Model Siklus Hidup Menyeluruh (SHM): Pengembangan Software
Multimedia dalam Pendidikan (Modifikasi dari Munir dan Halimah Badioze
Zaman(2011)) .................................................................................................... 20
Gambar 2. 5 : Skala Validasi Multimedia .......................................................... 23
Gambar 4. 1 : DFD utama program kerja multimedia ......................................... 40
Gambar 4. 2 : Gambar DFD proses menuju Check Point .................................... 41
Gambar 4. 3 : DFD proses Ambil Kunci (AK) ................................................... 41
Gambar 4. 4 : Flowchart model pembelajaran PBL ............................................ 45
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR LAMPIRAN
LAMPIRAN 1
a. Silabus
LAMPIRAN 2
a. Instrumen Judgement Soal
b. Validasi Soal
c. Soal Ujian
LAMPIRAN 3
a.
b.
c.
d.
e.
Flowchart
Storyboard
Penilaian ahli media
Penilaian ahli materi
Penilaian responden
LAMPIRAN 4
a. Rencana Pelaksanaan Pembelajaran
LAMPIRAN 5
a.
b.
c.
d.
e.
Form Bimbingan
Hasil PTESOL
Surat Izin penelitian UPI
Surat izin penelitian SMKN 2 Kota Bandung
Dokumentasi
Raka Dwi Aprian, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME PUZZLE DENGAN
MODELPROBLEM BASED LEARNINGUNTUK MENINGKATKAN PEMAHAMAN SISWA PADA
MATAPELAJARAN PEMROGRAMAN DASAR
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu