Husain, Muhammad Luthfi and , Sukirman, S.T., M.T. (2025) Strategi Pembelajaran Berbasis Komik Untuk Meningkatkan Motivasi Belajar Sistem Komputer Dan Perangkatnya. Skripsi thesis, Universitas Muhammadiyah Surakarta.
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Abstract
Computer systems are one of the topics that must be studied by Junior High School (SMP) students, especially in Informatics subjects. Many students face challenges in understanding the basic principles of computers and their applications in everyday life. However, the learning strategies currently used mostly still use the lecture method, making the learning experience less interesting, resulting in decreased student motivation. Therefore, a learning strategy is needed that can increase student interest or motivation. One interesting learning strategy that can increase student learning motivation is learning with comic media. This study aims to analyze the effect of using comics as a learning medium on student learning motivation in studying computer systems and their devices. The research method used is quasi-experimental research, namely research used to find cause-and-effect relationships, but without randomization of research subjects. The experimental design uses the one group pre-test type, namely experimental research on one group only, where before the experiment, participants are given a pre-test to determine the initial conditions, and a post-test after the experiment. Participants consisted of 25 students, with details of 12 female students (48%) and 13 male students (52%). The results of statistical analysis using the Paired Sample T-Test test showed a fairly strong significance figure between the post-test and pre-test values, with a significance value (2-tailed) of p = 0.001, which is smaller than the specified significance limit (α = 0.05). This indicates that there is a statistically significant difference between the two measurements. This means that there is a significant increase in the pre-test and post-test results. In addition to using the pretest-posttest, a questionnaire was also used to find out more about the factors that influence understanding the material, including learning strategies (SP), comic media (MK), learning motivation (MB), and understanding of computer devices (PPK). The analysis was carried out using SmartPLS which showed that the path coefficient from learning strategies to learning motivation was 0.467, while comic media to learning motivation was 0.548. Then the relationship between the path coefficient of Learning Motivation to Understanding Computer Devices was 0.839. Thus, it can be concluded that comic-based learning strategies can increase learning motivation which ultimately affects the understanding of material about computer systems.
| Item Type: | Thesis (Skripsi) |
|---|---|
| Uncontrolled Keywords: | media komik, learning, sem-pls, sistem komputer |
| Subjects: | E Education > Education (General) |
| Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > S1 Pendidikan Teknik Informatika |
| Depositing User: | MUHAMMAD LUTFHI HUSAIN |
| Date Deposited: | 13 Feb 2025 02:20 |
| Last Modified: | 13 Feb 2025 02:20 |
| URI: | http://eprints.ums.ac.id/id/eprint/132133 |
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