S KOM 1201725 Table of content

DAFTAR ISI

KATA PENGANTAR ................................................................................
UCAPAN TERIMA KASIH .......................................................................
ABSTRAK ..................................................................................................
ABSTRACT ..................................................................................................
DAFTAR ISI ...............................................................................................
DAFTAR TABEL .......................................................................................
DAFTAR GAMBAR ..................................................................................
DAFTAR LAMPIRAN ...............................................................................
DAFTAR PENGGUNAAN SIMBOL ........................................................

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BAB I PENDAHULUAN ...........................................................................
A. Latar Belakang .................................................................................
B. Rumusan Masalah ............................................................................
C. Batasan Masalah ...............................................................................
D. Tujuan Penelitian ..............................................................................
E. Manfaat Penelitian ............................................................................
F. Definisi Operasional .........................................................................
G. Struktur Organisasi Skripsi ..............................................................

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BAB II KAJIAN PUSTAKA ......................................................................

A. Multimedia .......................................................................................
B. Multimedia Interaktif .......................................................................
C. Game ................................................................................................
1. Pengertian Game.........................................................................
2. Elemen Game .............................................................................
D. Game dalam Pembelajaran ...............................................................
E. Model Brain Based Learning ...........................................................
1. Pengertian Brain Based Learning ...............................................
2. Langkah Pembelajaran pada BBL ..............................................
F. Hasil Belajar Siswa ..........................................................................

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BAB III METODE PENELITIAN..............................................................
A. Metode Penelitian .............................................................................
B. Desain dan Prosedur Penelitian ........................................................
1. Tahap Analisis ............................................................................
2. Tahap Desain ..............................................................................
3. Tahap Pengembangan .................................................................
4. Tahap Implementasi ...................................................................
5. Tahap Penilaian ..........................................................................
C. Subjek dan Objek Penelitian ............................................................
D. Instrumen Penelitian .........................................................................
1. Instrumen Tes .............................................................................

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Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

2. Instrumen Non-Tes .....................................................................
E. Teknik Analisis Data ........................................................................
1. Analisis Data Instrumen Soal .....................................................
2. Analisis Data Instrumen Validasi Ahli .......................................
3. Analisis Data Pre-Test & Post-Test ............................................
4. Analisis Uji Prasyarat .................................................................
5. Analisis Data Penelitian .............................................................
6. Analisis Korelasi Biserial ...........................................................

7. Analisis Data Penilaian Tanggapan siswa ..................................

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BAB IV TEMUAN DAN PEMBAHASAN ...............................................
A. Temuan Penelitian ............................................................................
1. Tahap Analisis ............................................................................
2. Tahap Desain ..............................................................................
3. Tahap Pengembangan .................................................................
4. Tahap Implementasi ...................................................................
5. Tahap Penilaian ..........................................................................
B. Pembahasan Penelitian .....................................................................

1. Multimedia Pembelajaran Game ................................................
2. Tanggapan Siswa terhadap Multimedia Pembelajaran Game ....
3. Peningkatan Hasil Belajar ..........................................................
4. Kelebihan, Kekurangan, Rekomendasi Penelitian .....................

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BAB V KESIMPULAN DAN SARAN ......................................................
A. Kesimpulan .......................................................................................

B. Saran .................................................................................................

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Daftar Pustaka
Lampiran

Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR TABEL

Tabel 3.1. Kriteria Koefisien Validitas .......................................................
Tabel 3.2. Klasifikasi Koefisien Reliabilitas...............................................
Tabel 3.3. Kriteria Tingkat Kesukaran ........................................................
Tabel 3.4. Interpretasi Daya Pembeda ........................................................

Tabel 3.5. Kualifikasi Multimedia ..............................................................
Tabel 3.6. Kriteria Skor Gain Ternormalisasi .............................................
Tabel 3.7. Skor alternatif Jawaban Angket .................................................
Tabel 3.8. Kriteria Angket Siswa ................................................................
Tabel 4.1. Daftar Materi yang Dianggap Sulit ............................................
Tabel 4.2. Kebutuhan Perangkat Lunak ......................................................
Tabel 4.3. Langkah-langkah model BBL dalam Multimedia .....................
Tabel 4.4. Pengelompokan Butis Soal berdasarkan Kriteria Validitas .......
Tabel 4.5. Kelompok Tingkat Kesukaran Instrumen ..................................
Tabel 4.6. Hasil Uji Daya Pembeda ............................................................
Tabel 4.7. Pengembangan Game dari Tahap Desain ..................................
Tabel 4.8. Pengujian Black Box ..................................................................
Tabel 4.9. Hasil Uji Kelayakan Ahli Materi ...............................................
Tabel 4.10. Hasil Uji Kelayakan Ahli Media ..............................................
Tabel 4.11. Kasus dan Hasil Perbaikan Multimedia Uji Coba Pertama .....
Tabel 4.12. Kasus dan Hasil Perbaikan Multimedia Uji Coba Kedua ........
Tabel 4.13. Penilaian Tanggapan Siswa Terhadap Multimedia ..................
Tabel 4.14. Tabel Perhitungan Rata-rata dan Simpangan Baku .................
Tabel 4.15. Tabel Analisis Hasil Pre-test dan Post-Test .............................
Tabel 4.16. Tabel Indeks Gain ....................................................................

Tabel 4.17. Hasil Uji Normalitas ................................................................
Tabel 4.18. Hasil Uji Homogenitas .............................................................
Tabel 4.19. Hasil Uji Hipotesis ...................................................................
Tabel 4.20. Hasil Pengujian Korelasi Biserial ............................................

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Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR GAMBAR


Gambar 3.1. Desain Penelitian ....................................................................
Gambar 4.1. Pemahaman Siswa terhadap Mata Pelajaran Jaringan Dasar .
Gambar 4.2. Tanggapan Siswa terhadap Mata Peljaran Jaringan Dasar .....
Gambar 4.3. Multimedia yang digunakan saat pembelajaran Jaringan Dasar
Gambar 4.4. Flowchart Multimedia Pembelajaran Game ...........................
Gambar 4.5. Tampilan Antarmuka Intro .....................................................
Gambar 4.6. Tampilan Antarmuka Tujuan Pembelajaran ..........................
Gambar 4.7. Antarmuka Petunjuk Penggunaan Game................................
Gambar 4.8. Antarmuka Menu Utama ........................................................
Gambar 4.9. Antarmuka Intro Cerita ..........................................................
Gambar 4.10. Antarmuka Main Pertama ....................................................
Gambar 4.11. Antarmuka Main Kedua .......................................................
Gambar 4.12. Antarmuka Input ..................................................................
Gambar 4.13. Antarmuka Intro Main ..........................................................
Gambar 4.14. Antarmuka Ilustrasi ..............................................................
Gambar 4.15. Antarmuka Studi Kasus........................................................
Gambar 4.16. Antarmuka Materi ................................................................
Gambar 4.17. Antarmuka Tanya Jawab Game ...........................................
Gambar 4.18. Antarmuka Konsep Dasar ....................................................
Gambar 4.29. Antarmuka Game .................................................................
Gambar 4.20. Antarmuka Game 2 ..............................................................
Gambar 4.21. Antarmuka Kesimpulan........................................................
Gambar 4.22. Antarmuka Evaluasi .............................................................
Gambar 4.23. Antarmuka Hasil Skor ..........................................................
Gambar 4.24. Antarmuka About .................................................................
Gambar 4.25. Antarmuka Closing ..............................................................
Gambar 4.26. Rules dalam Multimedia Game ............................................
Gambar 4.27. Rules dalam penggunaan Multimedia Game .......................
Gambar 4.28. Goals dalam Multimedia Game............................................
Gambar 4.29. Goals Pembelajaran dalam Multimedia Game .....................
Gambar 4.30. Outcomes dan Feedback dalam Multimedia ........................
Gambar 4.31. Feedback dalam Multimedia ................................................
Gambar 4.32. Feedback Skor dalam Multimedia Game .............................
Gambar 4.33. Conflict dalam Multimedia ..................................................
Gambar 4.34. Elemen Story pada Multimedia Game .................................

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Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR LAMPIRAN
Lampiran 1: Angket Survey Siswa dan Tanggapan Siswa terhadap Multimedia
Pembelajaran Game
Lampiran 2: Silabus dan RPP
Lampiran 3: Flowchart dan Storyboard
Lampiran 4: Judgment Instrumen Tes, Validasi Ahli Media, Validasi Ahli Materi
Lampiran 5: Soal Post-Test dan Soal Pre-Test
Lampiran 6: Skor Pre-Test dan Post Test Responden
Lampiran 7: Surat Penghantar Penelitian dan Dokumentasi Pelaksanaan Penelitian

Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

DAFTAR PENGGUNAAN SIMBOL

Tabel penggunaan simbol yang digunakan pada flowchart
Arus / Flow

Penghubung
prosedur / proses

Connector

Simbol keluar / masuk
prosedur atau proses
dalam lembar / halaman
yang sama
Simbol
yang
menunjukkan pengolahan
yang dilakukan
Komputer
Simbol untuk kondisi
yang akan menghasilkan
beberapa kemungkinan
jawaban / aksi
Simbol untuk permulaan
atau akhir darti suatu
program

Process

Decision

Terminal

Input-Output

antara

Simbol yang menyatakan
proses input dan output
tanpa tergantung dengan
jenis peralatannya

Rivan Lazuardi Grazelda, 2016
RANCANG BANGUN MULTIMEDIA PEMBELAJARAN GAME DENGAN MODEL BRAIN BASED LEARNING
UNTUK MENINGKATKAN HASIL BELAJAR SISWA SMK
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu