S KOM 1205616 Table of content

DAFTAR ISI
ABSTRAK ........................................................................................................ i
ABSTRACT ....................................................................................................... ii
KATA PENGANTAR ....................................................................................... iii
UCAPAN TERIMA KASIH ............................................................................. iv
DAFTAR ISI ..................................................................................................... vi
DAFTAR TABEL ............................................................................................. ix
DAFTAR GAMBAR ........................................................................................ xi
DAFTAR LAMPIRAN .................................................................................... xii
BAB I PENDAHULUAN .................................................................................. 1
1.1 Latar Belakang Masalah ............................................................................... 1
1.2 Rumusan Masalah ........................................................................................ 4
1.3 Batasan Masalah........................................................................................... 4
1.4 Tujuan Penelitian ......................................................................................... 5
1.5 Manfaat Penelitian ....................................................................................... 5
1.6 Sistematika Penulisan .................................................................................. 5
BAB II KAJIAN PUSTAKA ............................................................................. 7
2.1 Multimedia ................................................................................................... 7
2.1.1 Definisi Multimedia .................................................................................. 7
2.1.2 Komponen Multimedia.............................................................................. 7
2.2 Game ............................................................................................................ 9

2.2.1 Definisi Game............................................................................................ 9
2.2.2 Macam-macam Game................................................................................ 9
2.2.3 Platformer Game ..................................................................................... 12
2.3 Model Pembelajaran................................................................................... 14
2.3.1 Definisi Model Pembelajaran .................................................................. 14
Trisya Febrianti, 2016
PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
EXPLICIT INSTRUCTION PADA MATA PELAJARAN PEMOGRAMAN DASAR
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2.3.2 Model Explicit Instruction....................................................................... 15
2.4 Hasil Belajar ............................................................................................... 17
2.4.1 Definisi Hasil Belajar .............................................................................. 17
2.4.2 Faktor-faktor yang Mempengaruhi Hasil Belajar ................................... 17
BAB III METODE PENELITIAN ................................................................... 19
3.1 Metode Penelitian....................................................................................... 19
3.2 Prosedur Penelitian..................................................................................... 20
3.2.1 Tahap Analisis ......................................................................................... 20
3.2.2 Tahap Desain .......................................................................................... 20
3.2.3 Tahap Pengembangan ............................................................................. 21

3.2.4 Tahap Implementasi ............................................................................... 21
3.2.5 Tahap Penilaian ...................................................................................... 21
3.3 Populasi dan Sampel .................................................................................. 23
3.4 Instrumen Penelitian................................................................................... 23
3.4.1 Instrumen Studi Lapangan....................................................................... 23
3.4.2 Instrumen Validasi Ahli ......................................................................... 23
3.4.3 Instrumen Respon Siswa Terhadap Multimedia..................................... 25
3.4.4 Instrumen Tes Hasil Belajar Siswa......................................................... 27
3.5 Analisis Data .............................................................................................. 29
3.5.1 Analisis Data Instrumen Studi Lapangan ............................................... 29
3.5.2 Analisis Data Instrumen Validasi Ahli ................................................... 29
3.5.3 Analisis Data Instrumen Respon Siswa Terhadap Multimedia .............. 30
3.5.4 Analisis Data Instrumen Tes Hasil Belajar Siswa .................................. 30
BAB IV TEMUAN DAN PEMBAHASAN .................................................... 31
4.1 Temuan....................................................................................................... 31
4.1.1 Tahap Analisis ........................................................................................ 31
Trisya Febrianti, 2016
PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
EXPLICIT INSTRUCTION PADA MATA PELAJARAN PEMOGRAMAN DASAR
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4.1.2 Tahap Desain .......................................................................................... 34
4.1.3 Tahap Pengembangan ............................................................................. 42
4.1.4 Tahap Implementasi ............................................................................... 48
4.1.5 Tahap Penilaian ...................................................................................... 51
4.2 Pembahasan ................................................................................................ 52
4.2.1 Tahap Analisis ........................................................................................ 52
4.2.2 Tahap Desain .......................................................................................... 54
4.2.3 Tahap Pengembangan ............................................................................. 54
4.2.4 Tahap Implementasi ............................................................................... 58
4.2.5 Tahap Penilaian ...................................................................................... 61
4.2.6 Kelebihan dan Kekurangan .................................................................... 62
BAB V SIMPULAN DAN REKOMENDASI ................................................. 64
5.1 Simpulan .................................................................................................... 64
5.2 Rekomendasi .............................................................................................. 65
DAFTAR PUSTAKA....................................................................................... 66

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PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
EXPLICIT INSTRUCTION PADA MATA PELAJARAN PEMOGRAMAN DASAR

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DAFTAR TABEL

Tabel 2.1. Tahapan atau Sintaks Model Explicit Instruction ........................... 16
Tabel 3.1. Indikator Pertanyaan Wawancara Tak Terstruktur .......................... 23
Tabel 3.2. Penilaian Ahli Terhadap Multimedia ............................................... 24
Tabel 3.3. Penilaian Ahli Terhadap Materi ....................................................... 24
Tabel 3.4. Bobot Pernyataan Positif dan Negatif .............................................. 25
Tabel 3.5. Instrumen Respon Siswa Terhadap Multimedia .............................. 26
Tabel 3.6. Klasifikasi Korelasi Reliabilitas....................................................... 27
Tabel 3.7. Klasifikasi Koefisien Reliabilitas..................................................... 28
Tabel 3.8. Klasifikasi Indeks Kesukaran........................................................... 28
Tabel 3.9. Klasifikasi Daya Pembeda ............................................................... 29
Tabel 3.10. Klasifikasi Indeks Gain .................................................................. 30
Tabel 4.1. Kebutuhan Perangkat Keras ............................................................ 34
Tabel 4.2. Tahapan-tahapan Model Explicit Instruction Pada Multimedia
Berbasis Platformer Game ............................................................................... 36
Tabel 4.3. Stroryboard ..................................................................................... 41
Tabel 4.4. Hasil Validasi Ahli Materi .............................................................. 43

Tabel 4.5. Hasil Validasi Ahli Media ............................................................... 45
Tabel 4.6. Perbaikan Multimedia ..................................................................... 45
Tabel 4.7. Aspek Akesibilitas (Accessibility) ................................................... 46
Tabel 4.8. Hasil Uji Coba Multimedia ............................................................. 47
Tabel 4.9. Hasil Angket Respon Siswa Terhadap Multimedia ........................ 48
Tabel 4.10. Aspek Kemampuan Interaksi (Interaction Usability) ................... 49
Tabel 4.11. Aspek Motivasi (Motivation) ........................................................ 49
Tabel 4.12. Aspek Umpan Balik (Feedback and Adaptation) .......................... 49

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PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
EXPLICIT INSTRUCTION PADA MATA PELAJARAN PEMOGRAMAN DASAR
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Tabel 4.13. Aspek Pembelajaran (Goal Alignment) ......................................... 50
Tabel 4.14. Aspek Desain Tampilan (Presentation Design) ............................ 51
Tabel 4.15. Hasil Pretest dan Posttest .............................................................. 52
Tabel 4.16. Indeks Gain ................................................................................... 52
Tabel 4.17. Hasil Uji Instrumen Soal Kepada Siswa ....................................... 57
Tabel 4.18. Jadwal Pelaksanaan ....................................................................... 58

Tabel 4.19. Pengelompokkan Siswa................................................................. 61

Trisya Febrianti, 2016
PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
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DAFTAR GAMBAR

Gambar 2.1. Contoh Single Screen Platformer ................................................ 13
Gambar 2.2. Contoh Side Scrolling Platformer ............................................... 14
Gambar 3.1. Pengembangan Software Multimedia dalam Pendidikan Munir
(2012, hlm. 107) ............................................................................................... 19
Gambar 3.2. Desain Penelitian ......................................................................... 22
Gambar 4.1. Tahap Orientasi 1 ........................................................................ 36
Gambar 4.2. Tahap Orientasi 2 ........................................................................ 36
Gambar 4.4. Tahap Presentasi 2 ....................................................................... 37
Gambar 4.3. Tahap Presentasi 1 ....................................................................... 37
Gambar 4.5. Tahap Latihan Terstruktur ........................................................... 38
Gambar 4.6. Tahap Latihan Terbimbing 2 ....................................................... 38

Gambar 4.7. Tahap Latihan Terbimbing 2 ....................................................... 39
Gambar 4.8. Tahap Latihan Mandiri ................................................................ 39

Trisya Febrianti, 2016
PENGEMBANGAN MULTIMEDIA BERBASIS PLATFORMER GAME UNTUK PENERAPAN MODEL
EXPLICIT INSTRUCTION PADA MATA PELAJARAN PEMOGRAMAN DASAR
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