Cahyani, Ribka Devina (2023) Penggunaan Permainan Edukatif Berbasis Website dalam Menumbuhkan Konsentrasi Murid di Kelas II. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Konsentrasi adalah keadaan perhatian dan pikiran dipusatkan dalam suatu objek
Berdasarkan fakta lapangan, perilaku yang ditunjukkan murid kelas II menandakan
bahwa memiliki kecenderungan konsentrasi rendah dan cukup menghambat
kegiatan belajar dan mengajar yang sedang dilakukan. Adapun tujuan dari
penulisan karya ilmiah ini adalah untuk menjelaskan mengenai penggunaan
permainan edukatif berbasis website dalam menumbuhkan konsentrasi murid di
dalam kelas. Metode yang digunakan dalam penulisan karya ilmiah ini adalah
dengan metode deskriptif kualitatif. Hasil penelitian menunjukkan perubahan
perilaku murid yang pada awalnya memiliki perilaku yang kurang sesuai dari
indikator konsentrasi, berubah menjadi cukup sesuai dengan indikator konsentrasi.
Hal ini disebabkan oleh karena murid menikmati pembelajaran yang telah
dilakukan dengan permainan edukatif. Dapat disimpulkan bahwa konsentrasi murid
dapat ditumbuhkan kembali dengan penggunaan permainan edukatif yang
memberikan dampak positif pada saat penggunaan di dalam kelas. Dampak positif
yang dimaksud adalah bagaimana respon yang ditunjukkan murid telah menjawab
indikator konsentrasi yang seharusnya yang telah dipaparkan. Sebagai saran kepada
peneliti selanjutnya, untuk melakukan kajian mendalam mengenai penggunaan
instruksi yang lebih konsisten dalam menerapkan permainan edukatif di kelas
sesuai dengan kebutuhan murid di dalam kelas/ Concentration is a state of attention and thoughts focused on an object. Based on
field facts, the behavior shown by class II students indicates that they tend to have
low concentration and are quite hampering the learning and teaching activities
being carried out. The aim of writing this scientific work is to explain the use of
website-based educational games in fostering student concentration in the
classroom. The method used in writing this scientific work is the qualitative
descriptive method. The research results show changes in the behavior of students
who initially had behavior that was less appropriate for the concentration
indicators but changed to be quite appropriate for the concentration indicators.
This is because students enjoy the learning that has been carried out using the
educational game. It can be concluded that student concentration can be restored
by using educational game, which have a positive impact when used in the
classroom. The positive impact in question is how the response shown by students
has answered the appropriate concentration indicators that have been presented.
As a suggestion to future researchers, conduct an in-depth study regarding the use
of more consistent instructions in implementing educational games in the classroom
according to the needs of students
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Cahyani, Ribka Devina NIM01307200005 ribkacahyani09@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Widiastuti, Widiastuti NIDN0303128204 widiastuti.tc@uph.edu |
Uncontrolled Keywords: | Konsentrasi, permainan edukatif, murid. |
Subjects: | L Education > LB Theory and practice of education > LB1501 Primary Education |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Elementary Teacher Education Current > Faculty/School - UPH Karawaci > Faculty of Education > Elementary Teacher Education |
Depositing User: | Ribka Devina Cahyani |
Date Deposited: | 17 Jan 2024 07:06 |
Last Modified: | 17 Jan 2024 07:06 |
URI: | http://repository.uph.edu/id/eprint/60329 |