Kanaka, Frida (2002) Pengaruh pembelajaran dengan menggunakan 'games' t. Masters thesis, Universitas Pelita Harapan.
Text (Title)
69990029_Cover_watermark.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (361kB) |
||
|
Text (Abstract)
69990029_Abstract_TOC_watermark.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (1MB) | Preview |
|
|
Text (Chapter 1)
69990029_Chapter1_watermark.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (858kB) | Preview |
|
Text (Chapter 2)
69990029_Chapter2_watermark.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (1MB) |
||
Text (Chapter 3)
69990029_Chapter3_watermark.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (857kB) |
||
Text (Chapter 4)
69990029_Chapter4_watermark.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (2MB) |
||
Text (Chapter 5)
69990029_Conclusion_watermark.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (309kB) |
||
|
Text (Bibliography)
69990029_References_watermark.pdf Available under License Creative Commons Attribution Non-commercial Share Alike. Download (387kB) | Preview |
|
Text (Appendices)
69990029_Appendices_watermark.pdf Restricted to Repository staff only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (26MB) |
Abstract
Tujuan penelitian adalah untuk mengetahui pengaruh pembelajaran dengan menggunakan 'games' terhadap kemampuan berkomunikasi, tingkat intelektual, sosialisasi dan imajinasi anak usia 6 - 7 tahun. Yang dijadikan subyek dalam penelitian ini adalah siswa kelas 1 Sekolah Dasar Pelita Harapan, Lippo Karawaci - Tangerang. Metode yang digunakan dalam penelitian ini adalah metode kualitatif deskriptif dengan instrumen penelitian berupa pengamatan langsung, check list, wawancara, catatan pinggir dan participation charts. Hasil penelitian ini menunjukkan bahwa pembelajaran dengan menggunakan 'games' mampu mengembangkan kemampuan anak dalam berkomunikasi, tingkat intelektual, sosialisasi dan imajinasi anak. Berdasarkan hasil analisa dan pembahasan, penelitian ini dapat diaplikasikan sebagai salah satu alternatif metode pembelajaran yang menganut sistem learning is fun.
Item Type: | Thesis (Masters) | ||||||||
---|---|---|---|---|---|---|---|---|---|
Creators: |
|
||||||||
Contributors: |
|
||||||||
Additional Information: | T 69-99 KAN p | ||||||||
Subjects: | L Education > LB Theory and practice of education > LB1028.3 Educational techology | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology Current > Faculty/School - UPH Karawaci > Faculty of Education > Master of Educational Technology |
||||||||
Depositing User: | Phillips Iman Heri Wahyudi | ||||||||
Date Deposited: | 21 May 2021 06:41 | ||||||||
Last Modified: | 04 Nov 2021 02:02 | ||||||||
URI: | http://repository.uph.edu/id/eprint/33559 |
Actions (login required)
View Item |