Page 2 - e-modul Arsitektur Komputer-STEAM
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DAFTAR ISI
HALAMAN SAMPUL MODUL ............................................................................................ 1
DAFTAR ISI .................................................................................................................. 2
DAFTAR GAMBAR .......................................................................................................... 5
GLOSARIUM ................................................................................................................. 7
STEAM ........................................................................................................................ 10
AKSES E-MODUL .......................................................................................................... 11
PENDAHULUAN ............................................................................................................ 12
1. Capaian Pembelajaran Lulusan (CPL) dan Capaian Pembelajaran Mata Kuliah (CPMK)
12
2. Deskripsi Singkat Materi ...................................................................................... 12
3. Petunjuk Penggunaan E-Modul Arsitektur Komputer Berorientasi STEAM ................. 13
PETA KONSEP .............................................................................................................. 14
PEMBELAJARAN ........................................................................................................... 15
Kegiatan Pembelajaran 1 Konsep Arsitektur dan Organisasi Komputer .............................. 16
A. Tujuan Pembelajaran Kegiatan Belajar 1 .............................................................. 16
B. Uraian Materi Kegiatan Belajar 1 .......................................................................... 16
1. Arsitektur Komputer ........................................................................................ 16
2. Organisasi Komputer ....................................................................................... 18
3. Struktur dan Fungsi ......................................................................................... 19
4. Bagian-bagian Komputer ................................................................................. 23
C. Rangkuman Kegiatan Pembelajaran 1 .................................................................. 28
D. Tugas Kegiatan Pembelajaran 1 .......................................................................... 28
E. Latihan Kegiatan Pembelajaran 1 ......................................................................... 28
F. Penilaian Diri Kegiatan Pembelajaran 1 ................................................................ 29
Kegiatan Pembelajaran 2 Komponen Utama Komputer .................................................... 30
A. Tujuan Pembelajaran Kegiatan Belajar 2 .............................................................. 30
B. Uraian Materi Kegiatan Belajar 2 .......................................................................... 30
1. Komponen-komponen Komputer ...................................................................... 31
2. Perangkat Input .............................................................................................. 34
3. Perangkat Proses ............................................................................................ 36
2 | E-Modul Arsitektur Komputer Berorientasi STEAM