PERANCANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN METODE SCRUM BERDASARKAN METODE BELAJAR SELF DIRECTED LEARNING UNTUK MEMBANTU PEMBELAJARAN MERAKIT PERSONAL KOMPUTER SISWA SMK

Penelitianinibertujuanuntuk: 1). Mengembangkan multimedia pembelajaraninteraktifuntukmembantupembelajaranmerakit personal komputersiswa SMK. 2) Mengetahuiresponsiswaketikamenggunakan multimedia interaktif yang telahdikembangkandalammembantupembelajaranmerakit personal komputer. 3) Mengetahuipenilaia...

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Bibliographic Details
Main Author: Aprialdi, Revi (Author)
Format: Book
Published: 2014-08-26.
Subjects:
Online Access:Link Metadata
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100 1 0 |a Aprialdi, Revi  |e author 
245 0 0 |a PERANCANGAN MULTIMEDIA INTERAKTIF MENGGUNAKAN METODE SCRUM BERDASARKAN METODE BELAJAR SELF DIRECTED LEARNING UNTUK MEMBANTU PEMBELAJARAN MERAKIT PERSONAL KOMPUTER SISWA SMK 
260 |c 2014-08-26. 
500 |a http://repository.upi.edu/12737/1/S_KOM_1005220_Tittle.pdf 
500 |a http://repository.upi.edu/12737/2/S_KOM_1005220_Table_of_content.pdf 
500 |a http://repository.upi.edu/12737/3/S_KOM_1005220_Abstract.pdf 
500 |a http://repository.upi.edu/12737/4/S_KOM_1005220_Chapter1.pdf 
500 |a http://repository.upi.edu/12737/5/S_KOM_1005220_Chapter2.pdf 
500 |a http://repository.upi.edu/12737/6/S_KOM_1005220_Chapter3.pdf 
500 |a http://repository.upi.edu/12737/7/S_KOM_1005220_Chapter4.pdf 
500 |a http://repository.upi.edu/12737/8/S_KOM_1005220_Chapter5.pdf 
500 |a http://repository.upi.edu/12737/9/S_KOM_1005220_Bibliography.pdf 
500 |a http://repository.upi.edu/12737/10/S_KOM_1005220_Appendix.pdf 
520 |a Penelitianinibertujuanuntuk: 1). Mengembangkan multimedia pembelajaraninteraktifuntukmembantupembelajaranmerakit personal komputersiswa SMK. 2) Mengetahuiresponsiswaketikamenggunakan multimedia interaktif yang telahdikembangkandalammembantupembelajaranmerakit personal komputer. 3) Mengetahuipenilaianahli media, ahlimateridansiswa SMK terhadap multimedia interaktif yang dikembangkandilihatdariaspekkelayakannya. Proses pengembangan multimedia inidigunakanmetode Scrum, yang merupakanmetodepengembangan media yang lebihfleksibeldancepatdalammenghadapiperubahan yang mungkinterjadi. Multimedia interaktif yang dikembangkanmengikutialurmetodebelajar Self Directed Learning (SDL), dimana multimedia inimendiagnosiskebutuhanbelajar, mengidentifikasimateribelajarpengguna, mengevaluasihasilbelajarsertameningkatkankesadaranuntukbelajar. Metodepenelitian yang digunakanadalah Research and Development. Subjekpenelitianpenilaiankelayakan multimedia adalahsiswakelas X SMK DaarutTauhid Bandung. Penelitiandiawalidengan proses penelitianawal yang bertujuanuntukmengetahuikendalapada proses pembelajarandanrekomendasi. Proses pengembangandidasarkanmetode Scrum denganmengumpulkanhasilpenelitianawalmenjadi Product Backlog. Product backlog dipecahmenjadibagian yang lebihkecildisebut sprint backlog yang menjadipanduantentangfungsiapasaja yang harusdikerjakansertamasalah yang dihadapi. Setelah multimedia selesaidikembangkandilakukanvalidasiolehahli media danahlimateri. Hasilvalidasiahli media mendapatkanskor 84.67% untuksemuakriteria yang bersangkutandengankelayakan multimedia danahlimaterisebesar94,375%untuksemuakriteria yang bersangkutankelayakanmateri. Sedangkanuntukhasilpenelitiankelayakan multimedia olehsiswa SMK medapatkannilaisebesar 83% sertaresponsiswaketikamenggunakan multimedia interaktifperakitan personal komputermendapatkannilai 83,835%. ABSTRACT This study aims to: 1). Developing interactive multimedia learning to help learning vocational students assemble personal computers. 2) Knowing the students' responses when using interactive multimedia learning which has been developed to help assemble personal computers. 3) Knowing the expert assessment of media, material expert and vocational students to interactive multimedia developed from the aspects of feasibility. The development process used Scrum method, which is a method of developing that more flexible and fast in the face of changes that may occur. Interactive multimedia learning method is developed to follow the Self Directed Learning (SDL), which is a multimedia diagnose learning needs, identify user learning materials, evaluating learning outcomes and increase awareness for learning. The research method used is a Research and Development. Assessment of the feasibility of multimedia research subjects were students of first classfro SMK DaarutTauhid Bandung. The study begins with the initial research process that aims to identify constraints on the learning process and the recommendation. Scrum development process based method to collect the results of the initial research into the Product Backlog. Product backlog is broken down into smaller parts called the sprint backlog to guide about what functions should be done and the problems encountered. After the completion of multimedia developed validated by media experts and the material experts. The results of the validation media experts get a score 84.67% for all concerned with the eligibility criteria and materials expert get a score 94.375% for all the relevant eligibility criteria matter. As for the results of the feasibility study of multimedia by vocational students obtain a value of 83% and the student response when using interactive multimedia personal computer assembly scored 83.835%. 
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690 |a L Education (General) 
655 7 |a Thesis  |2 local 
655 7 |a NonPeerReviewed  |2 local 
787 0 |n http://repository.upi.edu/12737/ 
787 0 |n http://repository.upi.edu 
856 |u https://repository.upi.edu/12737  |z Link Metadata