Pengembangan Media Pembelajaran Bahasa Inggris Berbantuan Komputer Menggunakan Instructional Games Untuk SMA Kelas Sebelas di Kabupaten Lampung Timur

Lestia Fanrianti, 12223011025 (2015) Pengembangan Media Pembelajaran Bahasa Inggris Berbantuan Komputer Menggunakan Instructional Games Untuk SMA Kelas Sebelas di Kabupaten Lampung Timur. Masters thesis, Universitas Lampung.

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COVER DALAM.pdf

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ABSTRACT.pdf

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ABSTRAK.pdf

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DAFTAR GAMBAR.pdf

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DAFTAR LAMPIRAN.pdf

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DAFTAR TABEL.pdf

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MOTTO.pdf

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PENGESAHAN.pdf

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PERSEMBAHAN.pdf

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PERNYATAAN.pdf

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PERSETUJAN.pdf

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RIWAYAT HIDUPKU.pdf

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SANWACANA.pdf

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DAFTAR ISI.pdf

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BAB I.pdf

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BAB II.pdf

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DAFTAR PUSTAKA.pdf

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Abstrak

Tujuan penelitian ini adalah untuk menganalisis (1) kondisi dan potensi pengembangan (2) proses pengembangan (3) spesifikasi, (4) efektifitas, (5) efisiensi, dan (6) tingkat daya tarik media Pembelajaran Bahasa Inggris menggunakan Instructional Games. Jenis penelitian yang digunakan adalah penelitian dan pengembangan. Penelitian ini dilakukan di SMAN 1 Bandar Sribhawono, SMA Kosgoro dan SMA Buana. Pengumpulan data menggunakan tes dan angket kemudian dianalisis secara deskriptif kuantitatif dan uji t. Kesimpulan penelitian adalah: (1) media CD Pembelajaran menggunakan Instructional Games berpotensi dikembangkan sebagai suplemen pembelajaran Bahasa Inggris bagi siswa SMA, (2) pengembangan produk diawali dengan menemukan kebutuhan belajar dan diintegrasikan dalam rancangan produk awal dengan cara membuat GBIPM, flowchat, storyboard, dan divalidasi oleh ahli media, materi dan desain, (3) produk ini digunakan sebagai suplemen dan dapat digunakan secara individu maupun kelompok, (4) produk media CD Pembelajaran Bahasa Inggris menggunakan Instructional Games efektif meningkatkan kemampuan berbahasa Inggris siswa dengan nilai rata-rata hasil belajar siswa 73,86 > 63,43 (5) penggunaan media pembelajaran efisien dalam meningkatkan kemampuan berbahasa Inggris siswa dengan nilai 2, dan (6) tingkat daya tarik media dinilai tinggi dengan nilai rata-rata 3,27 (sangat menarik). Kata kunci: pembelajaran berbantuan komputer, bahasa Inggris, instructional games The aim of research is to analyze (1) the condition and potency of computer- assisted instructional media of English using instructional games, (2) the developmental process, (3) the specification, (4) the effectiveness, (5) the efficiency, and (6) the attractiveness of the media. Research and development design was used for this study. The research was conducted at Senior High School 1 Bandar Sribhawono, Senior High School Kosgoro and Senior High School Buana. Data collecting techniques used were tests and questionnaires. The data were analyzed descriptive quantitatively and by using t-test. The conclusions of this study are:(1)computer-assisted instructional media of English using instructional games is potential to be improved as supplementary media for English learning, (2) product development begins with finding learning needs which are integrated in preliminary product design by creating GBIPM, flow chat, storyboard, and having been validated by experts (media, content and design), (3) this supplementary product can be used individually and in a group (4) the product is effective to increase students’ English skill, the average score for students’ achievement is 73,86> 63,43, (5) the use of instructional media is efficient to maximize students’ English skill by score 2, and (6) the rate of media’s attractiveness is high, the average score of instructional media’s attractiveness is 3,27 (very attractive/interesting). Key word: computer-assisted instructional, English, instructional games

Jenis Karya Akhir: Tesis (Masters)
Subyek: > LB Theory and practice of education
> QA Mathematics > QA76 Computer software
> Teknologi (General)
> Teknologi (General)
Teknologi (General)
Program Studi: FKIP > Prodi Magister Teknologi Pendidikan
Pengguna Deposit: 6122267 . Digilib
Date Deposited: 09 Sep 2015 04:37
Terakhir diubah: 09 Sep 2015 04:37
URI: http://digilib.unila.ac.id/id/eprint/12399

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