SUPARMANTO, SUPARMANTO (2024) EFEKTIVITAS BELAJAR MENGGUNAKAN BOARD GAME TERHADAP LEARNING AGILITY PADA KARYAWAN PT. X DI TANGERANG. S1 thesis, Universitas Mercu Buana Jakarta.
|
Text (HAL COVER)
01 COVER.pdf Download (627kB) | Preview |
|
Text (BAB I)
02 BAB 1.pdf Restricted to Registered users only Download (209kB) |
||
Text (BAB II)
03 BAB 2.pdf Restricted to Registered users only Download (298kB) |
||
Text (BAB III)
04 BAB 3.pdf Restricted to Registered users only Download (477kB) |
||
Text (BAB IV)
05 BAB 4.pdf Restricted to Registered users only Download (341kB) |
||
Text (BAB V)
06 BAB 5.pdf Restricted to Registered users only Download (115kB) |
||
Text (DAFTAR PUSTAKA)
07 DAFTAR PUSTAKA.pdf Restricted to Registered users only Download (150kB) |
||
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
Actions (login required)
View Item |