EFEKTIVITAS BELAJAR MENGGUNAKAN BOARD GAME TERHADAP LEARNING AGILITY PADA KARYAWAN PT. X DI TANGERANG

SUPARMANTO, SUPARMANTO (2024) EFEKTIVITAS BELAJAR MENGGUNAKAN BOARD GAME TERHADAP LEARNING AGILITY PADA KARYAWAN PT. X DI TANGERANG. S1 thesis, Universitas Mercu Buana Jakarta.

[img]
Preview
Text (HAL COVER)
01 COVER.pdf

Download (627kB) | Preview
[img] Text (BAB I)
02 BAB 1.pdf
Restricted to Registered users only

Download (209kB)
[img] Text (BAB II)
03 BAB 2.pdf
Restricted to Registered users only

Download (298kB)
[img] Text (BAB III)
04 BAB 3.pdf
Restricted to Registered users only

Download (477kB)
[img] Text (BAB IV)
05 BAB 4.pdf
Restricted to Registered users only

Download (341kB)
[img] Text (BAB V)
06 BAB 5.pdf
Restricted to Registered users only

Download (115kB)
[img] Text (DAFTAR PUSTAKA)
07 DAFTAR PUSTAKA.pdf
Restricted to Registered users only

Download (150kB)
[img] Text (LAMPIRAN)
08 LAMPIRAN.pdf
Restricted to Registered users only

Download (569kB)

Abstract

This study aims to determine the effectiveness of using board games as a learning medium to enhance the learning agility of employees at PT. X in Tangerang. Learning agility refers to an individual's ability to learn new things and apply that knowledge in different contexts. The research method used is a quasiexperimental design with a pretest-posttest control group. The sample consists of 30 employees divided into two groups: an experimental group and a control group. The experimental group received an intervention in the form of learning through the Business Craft board game, while the control group did not receive any intervention. The results of the study indicated that there was no significant difference between the experimental and control groups in terms of improving learning agility Keywords: learning agility, board game, learning, effectiveness, employee development Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan board game sebagai media pembelajaran dalam meningkatkan learning agility pada karyawan PT. X di Tangerang. Learning agility merupakan kemampuan individu untuk mempelajari hal baru dan menerapkan pengetahuan tersebut dalam konteks yang berbeda. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain pretest-posttest with control group. Sampel penelitian ini terdiri dari 30 karyawan yang dibagi menjadi dua kelompok, yaitu kelompok eksperimen dan kelompok kontrol. Kelompok eksperimen diberikan intervensi berupa pembelajaran dengan menggunakan board game Business Craft, sedangkan kelompok kontrol tidak diberikan intervensi. Hasil penelitian menunjukkan bahwa tidak terdapat perbedaan yang signifikan antara kelompok eksperimen dan kelompok kontrol dalam hal peningkatan learning agility. Kata Kunci: learning agility, board game, pembelajaran, efektivitas, pengembangan karyawan

Item Type: Thesis (S1)
Call Number CD: FP/PSI. 24 162
NIM/NIDN Creators: 46118120024
Uncontrolled Keywords: learning agility, board game, pembelajaran, efektivitas, pengembangan karyawan
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 070 Documentary Media, Educational Media, News Media, Journalism, Publishing/Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.1-070.9 Standard Subdivisions of Documentary Media, Educational Media, News Media, Journalism, Publishing/Subdivisi Standar Dari Media Dokumenter, Media Pendidikan, Media Berita, Jurnalisme, Penerbitan > 070.4 Journalism/Jurnalisme, Jurnalistik, Pers > 070.48 Journalism Directed to Special Groups/Jurnalistik Disutradarai oleh Kelompok Khusus > 070.486 Occupational and Employee Groups/Kelompok Kerja dan Karyawan
100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 153 Conscious Mental Process and Intelligence/Intelegensia, Kecerdasan Proses Intelektual dan Mental > 153.1 Memory and Learning/Memori dan Pembelajaran > 153.15 Learning/Pembelajaran
300 Social Science/Ilmu-ilmu Sosial > 370 Education/Pendidikan > 371 Educational Institutions, Schools and Their Activities/Institusi Pendidikan, Sekolah dan Aktifitasnya > 371.3 Methods of Instruction and Study/Metode Belajar Mengajar, Kegiatan Belajar Mengajar
600 Technology/Teknologi > 650 Management, Public Relations, Business and Auxiliary Service/Manajemen, Hubungan Masyarakat, Bisnis dan Ilmu yang Berkaitan > 658 General Management/Manajemen Umum
Divisions: Fakultas Psikologi > Psikologi
Depositing User: khalimah
Date Deposited: 10 Oct 2024 09:02
Last Modified: 10 Oct 2024 09:02
URI: http://repository.mercubuana.ac.id/id/eprint/92417

Actions (login required)

View Item View Item