Penerapan Metode Demonstrasi Untuk Meningkatkan Hasil Belajar Siswa Dalam Mata Pelajaran Animasi Materi Game Dasar Di SMK Negeri 9 Surakarta Kelas X Animasi Tahun Ajaran 2015/2016

ROZA, RYAN (2017) Penerapan Metode Demonstrasi Untuk Meningkatkan Hasil Belajar Siswa Dalam Mata Pelajaran Animasi Materi Game Dasar Di SMK Negeri 9 Surakarta Kelas X Animasi Tahun Ajaran 2015/2016. Other thesis, Universitas Sebelas Maret.

[img] PDF - Published Version
Download (609Kb)

    Abstract

    ABSTRACT Ryan Roza. K3212051. THE APPLICATION OF DEMONSTRATION METHOD TO IMPROVE THE STUDENT LEARNING OUTCOMES IN THE SUBJECT OF ANIMATION GAME BASIC MATERIALS IN SMK N 9 SURAKARTA AT CLASS X ANIMATION YEAR 2015/2016. Thesis. Teacher Training and Education Faculty of Sebelas Maret University, October 2016. The purpose of this research aims to improve student learning outcomes in subjects animation game basic materials making games pat mosquitoes by applying demonstration method. To measure the achievement of the succes of this research, used a benchmark (indicators of succes) in the last act cycle of at least 75% of student scored at the 75 complete learning result affective and psycomotor. This research is an action research. This reseacrh was start from January until April 2016 in SMK N 9 Surakarta with a research subjects 30 students of X animation class. This research procedures conducted during two cycle each cycle consisted of planning, implementation, observation, and reflection. The data used is a document, test, informants, places and event. This research used data collecting techniques of interview, observation, documentation and testing. Validity test of the data used member chek or review key informant. The data analysis technique used descriptive comparative and critical analytical techniques. Based on the result of this research it can concluded that the application of demonstration method can increase learning utcomes of class X animation SMK N 9 Surakarta. Percentage increase in learning outcomes of the first cycle to second cycle in the afefctive aspect is increased by 76,67% increase to 93,33%, the psychomotor aspect is a 73,33% increase to 86,67%. Keywords : Application, Learning outcomes, Demonstration Method, Animation, Game

    Item Type: Thesis (Other)
    Subjects: N Fine Arts > ND Painting
    Divisions: Fakultas Keguruan dan Ilmu Pendidikan
    Fakultas Keguruan dan Ilmu Pendidikan > Pendidikan Seni Rupa
    Depositing User: Fransiska Meilani f
    Date Deposited: 09 Feb 2017 12:06
    Last Modified: 09 Feb 2017 12:06
    URI: https://eprints.uns.ac.id/id/eprint/31659

    Actions (login required)

    View Item