Game Dakon Untuk Pembelajaran Artimatika Berbasis Kognitif Menggunakan Metode Bayesian Network

Astutik, Ika Ratna Indra (2015) Game Dakon Untuk Pembelajaran Artimatika Berbasis Kognitif Menggunakan Metode Bayesian Network. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Metode pembelajaran dalam dunia pendidikan terus dikembangkan agar keberhasilan dalam proses belajar-mengajar dapat mencapai hasil yang maksimal. Penerapan metode pembelajaran yang tepat telah diterapkan dalam pendidikan pada pendidikan tingkat terendah sampai tingkat tertinggi. Pada tingkat rendah terutama di sekolah dasar seluruh aspek perkembangan kecerdasan baik kecerdasan otak, emosi dan tingkah laku anak tumbuh dan berkembang dengan sangat baik. Pelajaran matematika termasuk mata pelajaran yang memerlukan pengetahuan tentang tingkat kemampuan peserta didik. Pengenalan operasi hitung Aritmatika pada peserta didik terutama di sekolah dasar sangatlah penting, peserta didik akan dapat memahami secara nyata dalam melakukan penambahan, pengurangan, perkalian dan pembagian. Pengenalan operasi aritmatika didasarkan pada pengembangan peserta dalam menggunakan kemampuan kognitifnya sehingga nantinya peserta didik mampu meningkatkan kemampuan pengetahuan dan ketrampilan. Salah satu alat bantu pembelajaran menggunakan permainan dakon. Dakon merupakan permainan tradisional yang sudah familiar dengan anak-anak Indonesia. Penelitian ini menggunakan metode Bayesian Network untuk memprediksi kemampuan peserta didik (pemain) terhadap operasi hitung Matematika melalui game dakon. Penelitian ini diterapkan pada siswa SD kelas III, tahap pertama mencari data latih kemudian dicari parameter Bayesian Network dan dimasukkan pada struktur Bayesian Network dalam Game Dakon. Tahap kedua melakukan data uji. Hasil yang didapat dari pengujian diperoleh prediksi kemampuan dengan tingkat keakuratan 60 %. ======================================================================================================= Learning methods in education continue to be developed in order to success in the teaching-learning process can achieve maximum results . Application of appropriate learning methods have been applied in education at the lowest level of education to the highest level. At low levels, especially in elementary school all aspects of the development of good intelligence intelligence , emotion and behavior of children grow and develop very well. Math including subjects that require knowledge of the learner 's ability level. Introduction to Arithmetic arithmetic operations on learners, especially in primary schools is very important, learners will be able to understand the real in the addition, subtraction, multiplication and division The introduction of arithmetic operations based on the development of participants to use their cognitive abilities so that later learners are able to improve their knowledge and skills. One learning tool using dakon game. Dakon is a traditional game that are familiar with Indonesian children . This study uses a Bayesian Network to predict the ability of learners ( player ) to the arithmetic operation Math through dakon game. This study applied to the third grade of elementary school students, the first phase of training data and then search for the parameters sought Bayesian Network and incorporated in the structure of Bayesian Network in Game Dakon. The second stage perform the test data. The results obtained from testing the prediction ability with 60 % accuracy rate .

Item Type: Thesis (Masters)
Additional Information: RTE 519.542 Ast g
Uncontrolled Keywords: Game, Dakon, Aritmatika, peserta didik, kognitif, Bayesian Network
Subjects: T Technology > TK Electrical engineering. Electronics Nuclear engineering > TK5105 Data Transmission Systems
Divisions: Faculty of Industrial Technology > Electrical Engineering > (S2) Master Theses
Depositing User: Mr. Tondo Indra Nyata
Date Deposited: 30 Apr 2018 07:06
Last Modified: 30 Apr 2018 07:10
URI: http://repository.its.ac.id/id/eprint/51823

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