Robotic technology is a field that is in great demand today and it is very useful to human life, especially in the aspect of education. It would help students to be more active in the learning process. Creativity can be stimulating with the use of robotic technology. One kind of creativity is Figural Creativity (FC). This study investigated the effect of Robotic Technology as a learning tool to improve the FC skills of students. Forty (40) elementary school students aged 10-11 years, were the participants in this study. Students' creativity skills were measured from the Figural Creativity Test (TKF). This test was carried out before the intervention (pre-test) and after the intervention program (post-test). In the intervention program, students were given some education about robotic technology. To analyze the test results, we made use of the Statistical Service Products and Solutions package. The findings showed that the level of creativity in students with the K13 curriculum improved better, the FC scores of students in K-13 Curriculum were improved up to 23% with sig. 2-tailed = .000, p<.05 and the FC scores of the KTSP curriculum only improved only by 1.7 % with sig.2-tailed value = .572, p>.05. Thus, robotic technology learning is more effective in improving the FC of students with the K13 curriculum. Based on the result, we make a recommendation to the Ministry of Education that robotic technology is applied as an educational tool in the educational sectors.
The development of E-Module English Specific Purpose based on computer application is carried out in the development stage based on the Four-D Model. There are define, design, develop and disseminate. The E-module application developed aims to be accessible to teachers and students. It is designed attractively and innovatively because it is equipped with images, learning animations, audio learning, and exercises that can immediately feedback (answers) instantly; this module provides simulations for students about the use of computer applications. The practical test of e-module application is used to determine the practicality of using e-modules computer application by users. This test was carried out by e-module computer application users, namely students and teachers in three selected schools, which consisted of: 75 students and 3 English language teachers. The practicality test results show that the practicality score for the use of e-module computer application is 76.4%.
Creativity is a very important skill that should be possessed by the human resources of a country, especially in this period of the 21st century. Human creativity must be stimulated from various things, including via the field of education to improve the quality of human resources. The goal of this study was to investigate the impact of Lego Mindstorms as learning tools to improve the creativity skills of students, using an experimental methodology. We used a random sampling technique to select 40 students as the sample (N=40) for the study, with age ranging 10-12 years old; the sample was divided 2 groups, 20 students were assigned to the control groups, while the other 20 students formed the experimental groups. The student’s creativity skills were taken from a figural creativity test (TKF). This test was conducted before the intervention (pretest) and after the intervention program (posttest). In the intervention program, the experimental group students were given some education about robotic technology via the use of the Lego Mindstorms tools. To analyze the test results, we utilized the Statistical Product and Service Solutions package. The finding showed that there are significant differences between the creativity scores of students in the experimental group and the creativity scores of the control group. The Lego Mindstorms influences the enhancement of student’s creativity of around 23.6% in the experimental groups.
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