S KOM 1205988 Table of content

DAFTAR ISI
PERNYATAAN .......................................................................................................................... i
KATA PENGANTAR ................................................................................................................. ii
UCAPAN TERIMA KASIH ...................................................................................................... iii
ABSTRAK ................................................................................................................................. v
DAFTAR ISI ............................................................................................................................ vii
DAFTAR TABEL ..................................................................................................................... xii
DAFTAR GAMBAR ............................................................................................................... xiv
BAB I PENDAHULUAN ........................................................................................................... 1
1.1

Latar Belakang ......................................................................................................... 1

1.2

Rumusan Masalah .................................................................................................... 6

1.3

Tujuan Penelitian ..................................................................................................... 6


1.4

Batasan Masalah ...................................................................................................... 6

1.5

Manfaat Penelitian ................................................................................................... 7

1.6

Sistematika Penulisan ............................................................................................... 7

BAB II KAJIAN PUSTAKA....................................................................................................... 9
2.1

2.2

2.3

Multimedia Pembelajaran......................................................................................... 9

2.3.1

Pengertian Multimedia .................................................................................. 9

2.3.2

Pengertian Pembelajaran............................................................................. 10

2.3.3

Pengertian Multimedia Pembelajaran .......................................................... 12

2.3.4

Manfaat Multimedia Pembelajaran ............................................................. 13

Game Strategi ........................................................................................................ 14

2.3.1


Game.......................................................................................................... 14

2.3.2

Jenis-jenis Game......................................................................................... 15

2.3.3

Adventure Game......................................................................................... 19

Model Problem Based Learning ............................................................................. 20
2.3.1

Pengertian Problem Based Learning ........................................................... 20

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING
UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu


2.3.2
2.4

Langkah-langkah Model Pembelajaran Problem Based Learning ................ 22

Pemahaman............................................................................................................ 23

BAB III METODE PENELITIAN............................................................................................. 36
3.1

Metode Penelitian .................................................................................................. 36
3.1.1.

3.2

Metode Penelitian dan Pengembangan ........................................................ 36

Desain Penelitian................................................................................................. 39
3.2.1


Analisis ...................................................................................................... 40

3.2.2

Desain ........................................................................................................ 40

3.2.3

Pengembangan ........................................................................................... 40

3.2.4

Implementasi .............................................................................................. 41

3.2.5

Penilaian .................................................................................................... 41

3.3


Lokasi dan Subjek Penelitian.................................................................................. 41

3.4

Instrumen Penelitian .............................................................................................. 42

3.5

3.4.1.

Instrumen Studi Lapangan .......................................................................... 42

3.4.2.

Instrumen Validasi Ahli Media dan Materi ................................................. 42

3.4.3.

Instrumen Tanggapan Siswa ....................................................................... 42


3.4.4.

Instrumen Tingkat Pemahaman ................................................................... 42

Teknik Analisis Data .............................................................................................. 46
3.5.1.

Analisis Data Instrumen Studi Lapangan..................................................... 46

3.5.2.

Analisis Data Instrumen Validasi Ahli ........................................................ 46

3.5.3.

Analisis Data Instrumen Tanggapan Siswa .................................................. 47

3.5.4.


Analisis Data Instrumen Tingkat Pemahaman ............................................. 48

BAB IV HASIL DAN PEMBAHASAN .................................................................................... 51
4.1

Hasil Penelitian ...................................................................................................... 51
4.1 1.

Tahap Analisis ............................................................................................ 51

4.1 2.

Tahap Desain.............................................................................................. 56

4.1 3.

Tahap pengembangan ................................................................................. 62

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING

UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

4.2

4.1 4.

Tahap Implementasi ................................................................................... 71

4.1 5.

Tahap Penilaian .......................................................................................... 74

4.1 6.

Data Peningkatan Pemahaman .................................................................... 75

Pembahasan Penelitian ........................................................................................... 85
4.2.1.


Hasil Studi Pendahuluan ............................................................................. 85

4.2.2.

Hasil Validasi Ahli ..................................................................................... 92

4.2.3.

Hasil Respon Siswa .................................................................................... 93

4.2.4.

Kelebihan, Kekurangan, Kendala ................................................................ 94

BAB V ...................................................................................................................................... 96
KESIMPULAN DAN SARAN.................................................................................................. 96
5.1

Kesimpulan ............................................................................................................ 96


5.2

Saran...................................................................................................................... 96

DAFTAR PUSTAKA ................................................................................................................ 98

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING
UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR TABEL

Tabel 2.1 Fase Model Problem Based Learning (PBL) .............................................................. 22
Tabel 2.2 Kriteria Validitas Butir Soal ....................................................................................... 29
Tabel 2.3 Kriteria Reliabilitas Soal ......................................................................................... 30
Tabel 2.4 Kriteria Indeks Kesukaran Soal ............................................................................... 31
Tabel 2.5 Klasifikasi Daya Pembeda....................................................................................... 32
Tabel 3.1 Klasifikasi Validitas Butir Soal ............................................................................... 43
Tabel 3.2

Klasifikasi Reliabilitas Soal .................................................................................... 44

Tabel 3.3 Klasifikasi Indeks Kesukaran .................................................................................. 45
Tabel 3.4 Klasifikasi Daya Pembeda....................................................................................... 46
Tabel 3.5 Presentase Skala Validasi ........................................................................................ 47
Tabel 3.6 Skala Likert ............................................................................................................ 47
Tabel 3.7 Kriteria Nilai Gain ..................................................................................................... 49
Tabel 3.8 Korelasi Uji T ......................................................................................................... 50
Tabel 4.1

Daftar materi yang dianggap sulit ............................................................................ 52

Tabel 4.2 Spesifikasi Minimum dan Maksimum ...................................................................... 56
Tabel 4.3

Storyboard .............................................................................................................. 58

Tabel 4.4 Antarmuka Multimedia ........................................................................................... 62
Tabel 4.5

Source Code dari unsur media pada construct .......................................................... 67

Tabel 4.6 Pelaksanaan Pengujian ............................................................................................ 68
Tabel 4.7 Hasil Blackbox Testing............................................................................................ 68
Tabel 4.8 Hasil Validasi Ahli Media ....................................................................................... 70
Tabel 4.9 Hasil Validasi Ahli Materi ...................................................................................... 70
Tabel 4.10 Hasil Perbaikan Terhadap Multimedia ................................................................... 71
Tabel 4.11 Hasil Respon Siswa Terhadap Multimedia ............................................................ 72

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING
UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Tabel 4.12 Kegiatan Proses Penelitian ................................................................................. 73
Tabel 4.13 Hasil Perhitungan Batas-batas Kelompok ............................................................... 75
Tabel 4.14 Data nilai pretest berdasarkan kelompok ............................................................... 76
Tabel 4.15 Hasil Uji Normalitas Pretest.................................................................................. 77
Tabel 4.16 Data nilai postest berdasarkan kelompok ............................................................... 77
Tabel 4.17 Hasil Uji Normalitas Postest ................................................................................. 79
Tabel 4.18 Uji Homogenitas dari Nilai Pretest dan Postest ..................................................... 80
Tabel 4.19 Data nilai Pretest – Postest berdasarkan nilai Gain ................................................ 80
Tabel 4.20 Data perhitungan gain berdasarkan kelompok atas.................................................... 81
Tabel 4.21 Data perhitungan gain berdasarkan kelompok tengah ............................................ 81
Tabel 4.22 Data perhitungan gain berdasarkan kelompok bawah ............................................. 82
Tabel 4.23 Kategori Hasil Nilai Gain ...................................................................................... 83
Tabel 4.24

Paired Samples Statistics ....................................................................................... 83

Tabel 4.25

Paired Samples Correlations .................................................................................. 84

Tabel 4.26

Paired Samples Test .............................................................................................. 84

Tabel 4.27

Tahapan Kegiatan dalam Metode Penelitian .......................................................... 88

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING
UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR GAMBAR
Gambar 3.1 Langkah-langkah Metode Research and Development menurut Borg & Gall .......... 37
Gambar 3.2 Langkah-langkah Metode Research and Development menurut Sugiyono ............... 37
Gambar 3.3 Model Siklus Hidup Menyeluruh (SHM) : Pengembangan Software Multimedia
dalam Pendidikan (Munir, 2012) ............................................................................................... 38
Gambar 3.4 Desain penelitian ................................................................................................. 39
Gambar 4.1 Intensitas Penggunaan Game .................................................................................. 53
Gambar 4.2 Ketertarikan Terhadap Pembelajaran Menggunakan Multimedia pembelajaran
interaktif berbasis adventure game. ........................................................................................... 54
Gambar 4.3

flowchart umum multimedia ................................................................................ 57

Gambar 4.4 Pengkodean dari php ........................................................................................... 66
Gambar 4.5

Evensheet antarmuka masalah pada construct ...................................................... 67

Gambar 4.6

Evensheet antarmuka hasil jawaban pada construct .............................................. 67

Gambar 4.7 Hasil Validasi Ahli Media ................................................................................... 70
Gambar 4.8 Hasil Validasi Ahli Materi ................................................................................... 71

Muhammad Bukhori, 2016
RANCANG BANGUN MULTIMEDIA INTERAKTIF BERBASIS GAME MODEL PROBLEM BASED LEARNING
UNTUK
KETERCAPAIAN HASIL PEMBELAJARAN
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu