PENGARUH MEDIA PEMBELAJARAN MELALUI PERMAINAN ULAR TANGGA TERHADAP MOTIVASI BELAJAR PADA MATA PELAJARAN DASAR-DASAR PERBANKAN SISWA KELAS X PROGRAM KEAHLIAN AKUNTANSI SMK NEGERI 22 JAKARTA

SUTANDI, EKO (2018) PENGARUH MEDIA PEMBELAJARAN MELALUI PERMAINAN ULAR TANGGA TERHADAP MOTIVASI BELAJAR PADA MATA PELAJARAN DASAR-DASAR PERBANKAN SISWA KELAS X PROGRAM KEAHLIAN AKUNTANSI SMK NEGERI 22 JAKARTA. S1 thesis, Universitas Negeri Jakarta.

[img]
Preview
Text
Cover.pdf

Download (506kB) | Preview
[img]
Preview
Text
Table_Of_Content.pdf

Download (165kB) | Preview
[img]
Preview
Text
Chapter1.pdf

Download (211kB) | Preview
[img] Text
Chapter2.pdf
Restricted to Repository staff only

Download (324kB)
[img]
Preview
Text
Chapter3.pdf

Download (245kB) | Preview
[img] Text
Chapter4.pdf
Restricted to Repository staff only

Download (270kB)
[img]
Preview
Text
Chapter5.pdf

Download (145kB) | Preview
[img]
Preview
Text
Bibliography.pdf

Download (109kB) | Preview

Abstract

EKO SUTANDI. The Influence Of Learning Media With Snake Ladder Game To Learning Motivation In Basic Banking Lesson At SMKN 22 Jakarta. Thesis, Jakarta: Economic Education, concentration in Accounting Education, majoring in Economics and administration, Faculty of Economics, Universitas Negeri Jakarta. July. 2018. This research aims to find out if there are media influence learning through games of snakes ladders against the motivation of learning on subjects basics class x student banking program accounting expertise SMKN 22 Jakarta. This research uses experimental methods to the design of Posttest-Only Control Design. In this study, the experimental group totaled 36 students and the control group totaled 36 students. On the experimental group has given action use media learning through a game of snakes and ladders in the control group given action use media learning through game ludo. Instruments used to measure the motivation of learning in the form of a questionnaire. The results of data analysis techniques as follows: all the data in this study and homogeneous Gaussian. Hypothesis test results i.e. t-test test earned value Thitung (3.05) > Ttabel (1.67). Thus it can be concluded that there is a difference in the learning motivation of students to use learning media through the snake game ladder with students who use media learning through game ludo. Then it can be proved that the use of media of instruction through the snake game ladder effect on student learning motivation Keywords: Learning Media With Snake Ladder Game, Learning Motivation

Item Type: Thesis (S1)
Additional Information: Pembimbing I : Dr. Mardi, M.Si ; Pembimbing II: Ati Sumiati, S.Pd, M.Si
Subjects: Ilmu Sosial (Social Science) > Ilmu Ekonomi (Economics)
Ilmu Sosial (Social Science) > Pendidikan (Education)
Teknologi dan Ilmu-Ilmu Terapan (Technology and Applied Science) > Manajemen (Management and Auxiliary Service) > Akuntansi (Accounting)
Divisions: Fakultas Ekonomi > S1 Pendidikan Akuntansi
Depositing User: Budi Siswanto
Date Deposited: 20 Sep 2018 10:49
Last Modified: 20 Sep 2018 10:49
URI: http://repository.fe.unj.ac.id/id/eprint/6077

Actions (login required)

View Item View Item