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DEVELOPMENT OF VOCATIONAL GAMES ON THE TIKTOK FILTER WITH THE HELP OF EFFECT HOUSE TO SUPPORT MEASURING LEARNING OUTCOMES

PUSPITASARI, INTAN (2024) DEVELOPMENT OF VOCATIONAL GAMES ON THE TIKTOK FILTER WITH THE HELP OF EFFECT HOUSE TO SUPPORT MEASURING LEARNING OUTCOMES. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.

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Abstract

In this era of globalization, the rapid development of technology in the world has resulted in changes in the industrial revolution in various fields, one of which is education. The rapid development of information technology in the industrial era 5.0 has caused children to now play electronic devices such as computers, smartphones and the internet more often. Therefore, a fun and non-boring learning media is needed. So it is necessary to conduct a study. The research method applied is development research which is adjusted to the 4D (Four D) development model which consists of four stages, namely (1) defining, (2) designing, (3) developing, (4) disseminating. The product developed from this study is a professional game that uses the TikTok filter which is also the main subject of the study. The methods used to collect data for this study include observational interviews, questionnaires, and media testing test results. The level of feasibility of the learning media was tested with the participation of 2 question instrument experts and 4 media experts, and was used in trials by teachers and students of grades XI and XII of the Electronic Circuit Application Subject, Industrial Electronic Engineering Competence, SMK Negeri 1 Bayah. The results of the research conducted by researchers obtained a score of the feasibility of the material in vocational games utilizing the TikTok filter. Based on question instrument experts, 95% are in the "Very Feasible" category. In this case, the questions in the vocational games in each question indicator are good and suitable for use as learning media. Based on the evaluation of media experts, the level of feasibility of the vocational game learning media is 87.4% in the "Very Feasible" category. In this case, the vocational game learning media in terms of language use, presentation and overall appearance is good and very suitable for use as learning media. Then the results of the vocational game media test obtained 65% of students exceeding the average score. So the vocational game learning media is able to apply the learning outcomes that have been taught into good results and is able to increase students' insight so that they are more active in learning in order to obtain maximum results.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorAKBAR DARMAWAN, ILHAM201808032162
Thesis advisorWARDOYO, SISWO197803072009121003
Additional Information: Pada era globalisasi ini perkembangan teknologi yang pesat di dunia, mengakibatkan perubahan revolusi industri di berbagai bidang salah satunya pendidikan. Pesatnya perkembangan teknologi informasi di era industri 5.0 inilah menyebabkan anak-anak sekarang lebih sering bermain perangkat elektronik seperti komputer, smartphone dan internet. Oleh karena itu diperlukannya media pembelajaran yang menyenangkan dan tidak membosankan. Maka perlu dilakukannya sebuah penelitian. Metode penelitian yang diterapkan adalah penelitian pengembangan yang disesuaikan dengan model pengembangan 4D (Four D) yang terdiri dari empat tahapan yaitu (1) pendefinisian (define), (2) perancangan (design), (3) pengembangan (development), (4) penyebaran (dissemination). Produk yang dikemabngkan dari penelitian ini adalah sebuah game profesional yang menggunakan filter TikTok yang juga merupakan subjek utama penelitian. Metode yang digunakan untuk mengumpulkan data penelitian ini meliputi wawancara observasional, angket, dan hasil tes pengujian media. Taraf kelayakan media pembelajaran diuji dengan partisipasi 2 orang ahli instumen soal dan 4 orang ahli media, dan digunakan secara uji coba oleh guru dan siswa kelas XI dan XII Mata Pelajaran Penerapan Rangkaian Elektronika Kompetensi Teknik Elektronika Industri SMK Negeri 1 Bayah. Hasil penelitian yang telah dilakukan peneliti didapatkan skor kelayakan materi pada games vokasi memanfaatkan filter tiktok. Berdasarkan ahli instrument soal sebesar 95% berada pada kategori “Sangat Layak”. Dalam hal ini, bahwa soal pada games vokasi dalam setiap indikator soal sudah baik dan layak digunakan sebagai media pembelajaran. Berdasarkan evaluasi ahli media tingkat kelayakan media pembelajaran games vokasi sebesar 87,4% berada pada kategori “Sangat Layak”. Dalam hal ini, media pembelajaran games vokasi dalam aspek penggunaan bahasa, penyajian dan tampilan menyeluruh sudah baik dan sangat layak untuk digunakan sebagai media pembelajaran. Kemudian hasil dari pengujian media game vokasi diperoleh 65% siswa melebihi skor rata-rata. Jadi media pembelajaran games vokasi mampu menerapkan hasil pembelajaran yang sudah ajarkan menjadi hasil yang baik dan mampu menambah wawasan siswa agar lebih giat belajar agar memperoleh hasil yang maksimal.
Uncontrolled Keywords: Vocational Tiktok Games Filter, 4D Model, Learning Results Filter Tiktok Games Vokasi, Model 4D, Hasil Belajar
Subjects: L Education > L Education (General)
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 83201-Jurusan Pendidikan Vokasional Teknik Elektro
Depositing User: INTAN PUSPITA SARI
Date Deposited: 06 Jan 2025 15:32
Last Modified: 06 Jan 2025 15:32
URI: http://eprints.untirta.ac.id/id/eprint/44894

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