This research is motivated by creativity which has not been a priority in learning. In fact, teacher's creativity can actually be a support to grow and develop learning skills of students. Being innovative and creative in using technology and information media is a required skill in the teaching and learning process especially during the situation of Covid-19 Pandemic. The purpose of this research is to find out specifically about creative learning through Google Classroom in history learning. This study uses the literature review method, namely by tracing readings in the form of books, journals, research reports and news as well as other relevant and published sources from 2015 to 2020. The results from these sources found that with the phenomenon of Covid-19 pandemic, creative learning models through Google Classroom can have an effective role in developing learning abilities, especially social sciences lessons, make it easier for teachers and students to carry out teaching and learning activities, and assist learning activities to be done anywhere and anytime. Creative learning through Google Classroom also supports the 21st century learning strategies so that students are able to develop creative thinking skills and the skills to produce ideas or works.
Fokus masalah dalam penelitian ini adalah bagaimana implementasi teknologi digital (QR Code, Windows Movie Maker dan Quizizz) untuk meningkatkan karakter kejujuran dan motovasi belajara peserta didik dalam pembelajaran sejarah. Tujuan penulisan secara umum yaitu untuk memperoleh pemahaman mengenai pemanfaatan teknologi digital dalam pembelajaran sejarah, sehingga dapat meningkatkan karakter kejujuran dan motovasi belajar peserta didik dalam pembelajaran sejarah, yang pada akhirnya para siswa dapat mengikuti perkembangan revolusi industri 4.0. Sedangkan temuan dari penelitian ini adalah adanya peningkatan motovasi belajar saat peserta didik mencari instruksi atau arahan diskusi kelompok dengan menggunakan QR Code, peserta didik juga menjadi sangat antusias saat pembelajaran tersebut dikreasikan dengan learning by singing yang dalam bentuk video klip dengan menggunakan aplikasi video editing windows Movie Maker, sedangkan dengan adanya tes/ulangan menggunakan gamifikasi quizizz memperlihatkan peningkatan karekter kejujuran siswa.
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