Education in the 21st Century is expected to produce human resources that have the ability to face the challenges in the development of science and technology so fast. 21st Century skills that need to be developed in students include critical thinking skills, creative thinking, collaboration, and communication. This research has purpose to determine the effectiveness of the model of Problem Based Learning (PBL) aided mind mapping to increase creative thinking skills and student collaboration. Type of research was mixed methods research design sequential exploratory. The sample of the research were 30 students of grade VIII D consisting of 16 male students and 14 female students. The analysis of the data in this research using qualitative and quantitative analysis techniques. The results showed that there is an increase in scores obtained by students in creative thinking and collaboration skills. The benefits of this research for educators are to provide effective learning model reference to be used in developing the creative thinking skills and student collaboration. Based on the result of the research, can be concluded that the PBL teaching model with mind mapping in motion and force effective to be applied in developing the creative thinking skills and student collaboration.
AbstrakPenelitian ini bertujuan untuk mengetahui persepsi pesrta didik dan guru IPA terhadap penggunaan game edukasi. Metode penelitian yang digunakan adalah deskriptif kuantitatif dengan subjek penelitian adalah guru IPA dan pesrta didik kelas VII dan IX tahun ajaran 2018/2019. Instrumen penelitian yang digunakan adalah lembar angket dan lembar wawancara. Hasil penelitian menunjukkan bahwa ketertarikan pesrta didik pada penggunaan game edukasi dalam proses pembelajaran adalah 81,9%. Kesimpulan dari penelitian ini adalah persepsi pesrta didik dan guru terhadap game edukasi termasuk dalam kategori baik, karena respon mereka terhadap penggunaan game edukasi baik dan antusias. Manfaat penelitian ini dapat digunakan sebagai studi pendahuluan untuk melakukan penelitian lebih lanjut tentang penggunaan game edukasi dalam proses pembelajaran. AbstractThe purpose of this study was to determine the perceptions of students and science teachers on the use of educational games. The research method used was descriptive quantitative with the research subjects being science teachers and students of grades VII and IX in the academic year 2018/2019. The research instruments used were questionnaire sheets and interview sheets. The results showed that students' interest in the use of educational games in the learning process was 81.9%. The conclusion of this study is that the perceptions of students and teachers on educational games are included in the good category, because of their response to the use of good and enthusiastic educational games. The benefits of this study can beused as a preliminary study to conduct further research on the use of educational games in the learning process. PENDAHULUANRepresentasi tentang game digital sering dianggap negatif oleh sebagian besar orang (Whitton & Maclure, 2017). Beberapa dekade terakhir ini, semakin banyak remaja usia sekolah dengan mudah berselancar di Internet dan sering bermain game online secara berlebihan (Pan et al., 2018). Intensitas bermain game yang tinggi dapat membuat pesrta didik mengalami kecanduan sehingga membuatnya tidak memiliki skala prioritas dalam beraktivitas sehari-hari, mendorong individu untuk bertindak asosial dan menyebabkan individu malas belajar sehingga berdampak pada nilai akademiknya (Kurniawan, 2017), serta mudah untuk melakukan prokrastinasi yakni kebiasaan menunda suatu kegiatan penting dan tidak membuat tugas secara tepat waktu (Knaus, 2010).
Creative thinking skills are one of the 21st century skills pursued in science learning. This study aims to analyze learning strategies that have been studied to improve students’ creative thinking skills. To achieve this goal, a meta-analysis was conducted on the results of research on students’ creative thinking skills that had been published in scientific journals from 2012 to 2018. A total of 30 relevant articles were obtained. All articles were analyzed using a qualitative approach, by identifying and classifying the objectives and research subjects used as well as learning strategies that had been studied to improve creative thinking skills. The results of the analysis can be concluded that problem-based learning is the most studied model to improve creative thinking skills, especially in senior high school students.
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