Watilete, Anace (2010) Penggunaan permainan melalui media komputer untuk meningkatkan motivasi belajar siswa pada pelajaran berhitung di taman kanak-kanak. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Matematika/Berhitung bagi Taman Kanak-kanak merupakan salah satu aspek penting yang harus dikuasai karena seluruh kegiatan melibatkan matematika. Oleh karena itu, guru perlu kreatif dalam pembelajaran untuk meningkatkan motivasi belajar siswa terhadap matematika. Adapun tujuan penelitian ini adalah untuk mengetahui apakah penggunaan permainan melalui media komputer mampu meningkatkan motivasi belajar siswa terhadap pelajaran berhitung dan mendiskripsikan masalah-masalah yang ditemui dalam penggunaan permainan melalui media komputer di Taman Kanak-kanak R. Penelitian ini menggunakan design penelitian tindakan kelas. Subjek penelitian adalah siswa Taman Kanak-kanak R, Temanggung, Jawa Tengah tahun pelajaran 2009/2010. Penelitian ini menggunakan tiga siklus. Data-data diperoleh dari observasi, kuesioner, dan refleksi selama pembelajaran. Hasil penelitian menunjukkan bahwa penggunaan permainan melalui media komputer mampu meningkatkan motivasi belajar siswa terhadap pelajaran berhitung. Hal ini ditunjukkan oleh komentar mentor serta perasaan senang yang anak tunjukkan ketika diminta menyelesaikan tugas. Saran yang peneliti kemukakan adalah guru dapat menggunakan permainan melalui media komputer untuk meningkatkan motivasi belajar berhitung. Hasil penelitian ini juga dapat digunakan untuk penelitian selanjutnya.
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Math or counting for kindergarten is one of the important aspect that all the students have to know because all activities included math on it. Therefore teachers have to be creative to increase student motivation in learning math. The aim of this research is to determine the used of the games from computer can increase students motivation in learning math and to descripe all the problems that happen during the using of the games from computer in R kindergarten. This research using classroom action research. The subject of the research is students in R kindergarten, Temanggung Central Java. This research using three cycle. All the data are colected from observation, quetioner, and reflection from lesson. The result of the research shows that using the games from computer are able to increase students motivation in learn math. It is showed by mentor’s feedback and students excitement during the lesson. The researched recomendation is to teachers cab used games from the computer to increase students motivation in learning math. The result of the study can be used for futher study also.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Watilete, Anace NIM30720060038 UNSPECIFIED UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Gumono, Abednego Tri NIDN032207004 abednego.gumono@uph.edu |
Uncontrolled Keywords: | permainan; media komputer; motivasi; berhitung; game; computer media; motivation; counting/math. |
Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
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: | Stefanus Tanjung |
Date Deposited: | 21 Mar 2025 09:36 |
Last Modified: | 21 Mar 2025 09:36 |
URI: | http://repository.uph.edu/id/eprint/67901 |