Implementasi Permainan Edukatif Berbasis Macromedia Flash Dengan Algoritma Fisher Yates Shuffle Dalam Pembelajaran Bahasa Indonesia Di SMP

Nilansari Putri, Ermira and -, Dr. Laili Etika Rahmawati, S.Pd., M.Pd and -, Dr. Main Sufanti, M.Hum (2024) Implementasi Permainan Edukatif Berbasis Macromedia Flash Dengan Algoritma Fisher Yates Shuffle Dalam Pembelajaran Bahasa Indonesia Di SMP. Thesis thesis, Universitas Muhammadiyah Surakarta.

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Abstract

This research aims to: (1) Develop the implementation of Macromedia Flash-based educational games with the Fisher Yates Shuffle algorithm for Indonesian language learning in junior high schools; (2) Describe student and teacher responses to educational games based on Macromedia Flash with the Fisher Yates Shuffle algorithm for learning Indonesian in junior high schools; (3) Describe the results of students' Indonesian language learning using educational games based on Macromedia Flash with the Fisher Yates Shuffle algorithm. The method used is a qualitative descriptive method with a case study model. Research objects also include implementation, student and teacher responses, learning outcomes with educational games. Research data is information and facts. The primary data source is the results of interviews at workshop activities (implementation of educational games, interviews (teachers) and questionnaire instruments (student active responses). The primary data source is direct observation at SMP Negeri 2 Jatisrono on student learning outcomes. The secondary data source is lesson plans. Collection Observation data was carried out during the workshop process on the educational game "TISTER". The questionnaire instrument was designed to collect information regarding students' active responses. Interviews were conducted with the Indonesian language subject teachers involved to obtain teacher response data (assessment of materials and media). Document analysis was carried out on lesson plan documents and pre-test and post-test learning evaluation results using educational games. The data validity technique in this research is source triangulation. This research applies the data analysis method developed by Miles and Huberman. The results of implementation research were carried out by developing teaching materials, games educational Macromedia Flash, workshops and application of the educational game "TISTER" in the classroom. The use of educational game media significantly contributes to increasing student activity. This is manifested by the participation rate of 87%. Teacher evaluation of materials and media in educational games includes five performance indicators (V1-V5). The minimum score obtained by students in the pre-test is 40, while the maximum score is 80. The post-test assessment results for class VIIIC students contain a minimum post-test score of 60, while the maximum score is 95. The average score for the pre�test and The post-test for class VIIIC students was 68.333 and 83.333. The average value of learning outcomes for class VIIIC students in the pre-test is in the sufficient category (C) and the post-test is in the good category (B).

Item Type: Thesis (Thesis)
Uncontrolled Keywords: : Fisher Yates Shuffle Algorithm; Macromedia Flash; Indonesian Language; Educational Games
Subjects: P Language and Literature > PL Languages and literatures of Eastern Asia, Africa, Oceania
P Language and Literature > PN Literature (General)
Divisions: Fakultas Pasca Sarjana > Magister Pengkajian Bahasa
Depositing User: ERMIRA NILANSARI PUTRI
Date Deposited: 12 Feb 2024 01:23
Last Modified: 12 Feb 2024 01:23
URI: http://eprints.ums.ac.id/id/eprint/121893

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