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 %.
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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 > 20101-(S2) Master Thesis
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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