Education is an effort made by the government to create an atmosphere in the learning process for students to be active in building their potential. In the educational process, students are expected to have religious values, be able to control themselves, personality, intelligent, intellectual, moral, and skilled. Students in schools are asked to have 21st-century skills, namely the appearance known as "4C", one of which is creative thinking skills. To realize this, the role of teachers in schools is needed as educators. In the learning process, the learning model needs to be considered by a teacher for the learning objectives to be achieved. The learning model is (Project Based Learning) which reveals whether the learning model influences the creative thinking of high school biology students, researchers conduct literature reviews related to this. The method in this study is a literature review method, namely analyzing relevant articles with a descriptive type qualitative approach by including the keywords "Project Based Learning" and "creative thinking ability". The result of this literature review is that the PJBL (Project Based Learning) learning model has a significant effect on the ability to think in high school biology class students. In addition to the syntax of the PJBL (Project Based Learning) model which can require students to solve problems in the form of projects so that students can think creatively, other things also support the use of the PJBL (Project Based Learning) learning model such as the use of interesting media-assisted or the use of supporting student worksheets.
Indonesia is one of the most disaster-prone countries in the world as evidenced by the World Risk Index 2019 data, Indonesia is ranked 37th out of 180 countries. The younger generation as agents of change must be able to have a positive influence on the community on the importance of preparedness and mitigation as an effort to reduce the impact of disaster risk. This research intends to design the development of Augmented Reality-based disaster mitigation learning media as a means of disaster education. The method used is the development of a prototype model consisting of listen to customer, build/revise mock-up, customer test-drive mock-up. This stage is carried out with the stages of needs analysis, design, testing, implementation, and evaluation. The results showed that the Blackbox Fire Disaster Mitigation-AR test was successfully displayed as expected (valid) with the target user being the community and students, especially early childhood children building creative, critical, and innovative thinking patterns in solving problems about disasters. Novelty given in developing ideas about disaster mitigation educational media in order to realize quality education and handling climate change. It can be concluded that the presence of Augmented Reality-based disaster mitigation learning media is considered very useful in supporting the learning process in the 21st century and making it easier for users to implement the knowledge gained into daily life by knowing the stages before and after disaster mitigation through disaster education.
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