A Curriculum Design to Cultivate Creative Thinking Through Educational Games

Author(s):  
Sijie Ma ◽  
Junjie Shang ◽  
Haiming Xiao
Author(s):  
Debra Bernstein ◽  
Gillian Puttick ◽  
Kristen Wendell ◽  
Fayette Shaw ◽  
Ethan Danahy ◽  
...  

AbstractIn most middle schools, learning is segregated by discipline. Yet interdisciplinary approaches have been shown to cultivate creative thinking, support problem solving, and develop interest while supporting knowledge gains (NAE & NRC in STEM Integration in K-12 Education: Status, Prospects, and an Agenda for Research. National Academies Press, Washington, 2014). The Designing Biomimetic Robots project emphasizes problem-based learning to integrate engineering, science, and computational thinking (CT). During a 3 to 4-week unit, students study the natural world to learn how animals accomplish different tasks, then design a robot inspired by what they learned. The project engages students in science, engineering, and CT practices. Over the course of a 3-year project, we used a design-based research approach to: (1) identify and describe strategies and challenges that emerge from integrated curriculum design, (2) explicate how a balance of integrated disciplines can provide opportunities for student participation in science, engineering, and CT practices, and (3) explore how a technology design task can support students’ participation in integrated learning. Data from three focal groups (one from each year of the project) suggest that a focused design task, supported by explicit and targeted supports for science, CT, and engineering practices, led to a student technology design process that was driven by disciplinary understanding. This work highlights the importance of drawing out and prioritizing alignments between disciplines (Barber in Educ Des, 2(8), 2015), to enable integrated learning. Additionally, this work demonstrates how a technology design task can support student learning across disciplines, and how engaging in CT practices can further help students draw these connections.


Author(s):  
Chananporn Areekul

The purpose is to develop being a professional teacher in the 21st century model based on the ethics of profession with Buddhism integration. The data were collected from 265 teachers and 20 experts. The instruments were questionnaires and data were analysed by confirmatory factor analysis. The model consisted of (1) the instruction: the 21st century educational philosophy, the curriculum design skill, the educational innovation skill in the classroom, the learning activity management skill, the learning evaluation skill and the classroom action research skill; (2) the ethics of profession for: a person, profession, clients, co-professionals and society; (3) the thinking skills: analytical thinking skill, synthesis thinking skill, critical thinking skill, comparative thinking skill, problem-solving thinking skill and creative thinking skill; and (4) the Buddhist principles: Desana 2, Patisambhida 4, Pamana 4, Desanavidhi 4, Dhammadesaka-dhamma 5, Bahussutanga 5, Anupubbikatha 5 and Kalyanamitta-dhamma 7. The model’s goodness-of-fit indexes were satisfactory, right and coherent. Keywords: Buddhism, ethics, profession, teacher, the 21st century.


2020 ◽  
Vol 6 (2) ◽  
Author(s):  
Novia Novia ◽  
Anna Permanasari ◽  
Riandi Riandi ◽  
Ida Kaniawati

Paper ini memetakan berbagai perspektif tentang game edukasi dan pengaruhnya terhadap kreativitas serta menyatukan pemikiran terbaru di bidang ini. Tujuan utama penelitian ini adalah untuk mengetahui apakah penggunaan teknologi berupa educational game dapat meningkatkan kreativitas siswa dalam pembelajaran di kelas. Tinjauan Sistematis ini menggunakan 30 publikasi yang berasal indexed journal antara tahun 2010 hingga 2020 untuk menyoroti fokus bidang penelitian ini. Metode yang digunakan dalam penelitian ini adalah systematic review dengan pedoman Kitchenham terhadap studi penggunaan educational game untuk meningkatkan kreativitas siswa. Hasil penelitian ini menunjukkan bahwa penggunaan educational game memiliki efek aktif dalam memperkuat pemikiran kreatif siswa. Studi ini memberikan saran tentang bagaimanakah metode untuk meningkatkan kreativitas, memotivasi, dan meningkatkan hasil belajar serta mendemonstrasikan pembelajaran dengan educational game. Studi ini memberikan sebuah pandangan untuk peneliti, desainer game, pengembang di bidang educational game dan kreativitas. Research trend on the educational game to improve students’ creativity? A systematic review of the literature  AbstractThis paper maps different perspectives on educational games and their impact on creativity and brings together the latest thinking in this area. The main objective of this study was to determine whether the use of technology in the form of educational games could increase student creativity in classroom learning. This Systematic Review uses 30 publications from indexed journals between 2010 and 2020 to highlight the focus of this research area. The method used in this study is a systematic review of Kitchenham's guidelines on the study of the use of educational games to increase student creativity. The results of this study indicate that the use of educational games has an active effect in strengthening students' creative thinking. This study provides suggestions on how to increase creativity, motivate, and improve learning outcomes as well as demonstrate learning with educational games. This study provides a view for researchers, game designers, developers in the fields of educational games and creativity.


MINDA BAHARU ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Nailul Himmi

SD Negeri 002 Tanjung Piayu merupakan salah satu SD di pesisir Pulau Batam. Sebahagian besar pekerjaan orang tua siswa adalah nelayan. Dalam proses belajar mengajar masih bersifat teacher centerd yang bersifat kaku dan membosankan. Untuk itu dilakukan kegiatan pengabdian masyarakat bagi siswa SD Negeri 002 ini guna menciptakan suasana di sekolah menjadi menyenangkan,  educatif dan dapat mengasah  kreativitas berfikir siswa.  Dengan menggunakan metode pemberian games edukatif  yang disesuaikan dengan kelas peserta didik. Untuk siswa kelas 4 sebanyak 40 orang dan diberikan puzzle angka, mewarnai dan Happy Games. Untuk siswa kelas 5 sebanyak 38 orang dan diberikan English for Fun. Dan untuk siswa kelas 6 sebanyak 30 orang dan diberikan berupa game kartu angka penjumlahan, pengurangan, perkalian dan pembagian. Setiap game dilakukan secara berkelompok. Dari kegiatan diperoleh bahwa dengan menggunakan game dapat menjadi salah satu alternatif dalam penyampaian edukasi serta dapat meningkatkan kreativitas berfikir siswa di SD Negeri 002 Tanjung Piayu.Kata Kunci: Sekolah Dasar, Game, Edukatif, Kreativitas Berfikir  SD Negeri 002 Tanjung Piayu is one of the elementary schools on the coast of  Batam Island. Most of the work of parents is fishermen. In the teaching and learning process, it is still teacher centerd that is rigid and boring. For this reason, community service activities are carried out for SD Negeri 002 students in order to create an atmosphere in school to be fun, educative and able to concered students' creative thinking. By using the method of providing educational games that are tailored to the class of students. For grade 4 students as many as 40 people and given number puzzles, coloring and Happy Games. For grade 5 students as many as 38 people and given English for Fun. And for grade 6 students as many as 30 people and given in the form of addition, subtraction, multiplication and division number card games. Every game is done in groups. From the activity, it was found that using games can be an alternative in delivering education and can improve the creativity of students thinking in SD Negeri 002 Tanjung Piayu.Keywords: Elementary School, Game, Educative, Thinking Creativity


2020 ◽  
Vol 9 (6) ◽  
pp. 2499-2506 ◽  
Author(s):  
Nur Amira Atika Nordin ◽  
Nazatul Aini Abd Majid ◽  
Noor Faridatul Ainun Zainal

Robotics education is gaining popularity among school children in line with the government desire to promote creative thinking in students through STEM based activities. However, the robots for educational games are usually made up of components and its description is usually one-way and static. Additionally, students find it difficult to visualize distances from robot movements when playing educational robotic games. Augmented reality (AR) technology is a viable tool to connect between in-context information and physical activities. The objective of this research is to design and develop an AR based application that can visualize the distance between two robots for supporting learning process in a game-based module. The application consists of three parts; the first part use AR in identification of components related to robots, while the second part involves the addition of real-time visualization in the form of AR, enabling students to learn the distance from the robot's movements. The third part used AR in providing the description of the robotic games through videos. The development of the application is based on the Agile model. The results show that the application has received positive feedbacks from students as it can increase their interest in playing robotic educational games. 


Author(s):  
Yessi Kartika ◽  
Rahmi Wahyuni ◽  
Bornok Sinaga ◽  
Juniastel Rajagukguk

The very rapid development of technology is slowly appearing in the world of education. Educational games are a form of multimedia that packages learning programs in the form of games, so besides being games, they are also educational. The use of game education technology as an interactive learning medium is one of the right ways to improve students' mathematical creative thinking skills. This educational game is expected to eliminate the feeling of boredom and fear of learning mathematics and can facilitate the learning process on geometry material for Senior High School (SMA)/Islamic Senior High School (MA). This study aims to develop an Android-based educational game that can be operated on various smartphones with the Android operating system and to test the feasibility of using adventure games as a medium for learning geometry. This game can be used as an alternative medium for learning geometry in changing conventional learning methods to learning game simulations, so as to improve students' mathematical creative thinking abilities, because in educational games it has elements of challenge, accuracy, reasoning and ethics. The methodology used in this research is the research development method or Research and Development (R & D) using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model with the following activity stages: (1) Analysis, gathering information; (2) Design, designing multimedia-based animation media and validating media designs; (3) Development, improvement of media design; (4) Implementation, media testing; (5) Evaluation, product revision.


Author(s):  
S. Nurbekova ◽  
L. Kozak

The article highlights topical issues of the development of the creative potential of preschool children through play. The works of foreign and domestic scientists on the research problem are analyzed. The essence of the concepts “creativity”, “creativity of children”, “creative potential”, “developing game”, “TIPS” is revealed. Indicators of creativity according to J. Guildford and E. Torrance are presented. The effectiveness of educational didactic games with TIPS elements in the development of the creative potential of preschool children has been substantiated. Educational games provide material for the development of creative abilities from a very early age, always create conditions that are ahead of the development of abilities, they can be different in their content and they are not compatible with coercion and create an atmosphere of free and joyful creativity, do not interfere with the child’s thinking and making decisions on his own. not doing what they can do themselves. At the same time, they develop intellectual qualities: sensation, perception, attention, memory — especially visual; the ability to find dependencies and patterns, classify and systematize material; the ability to combine, that is, the ability to create new combinations from known elements, parts, objects; the ability to find mistakes and shortcomings; spatial representation and imagination, the ability to foresee the results of their actions. Together, these qualities make up intelligence, ingenuity and creative thinking. The goals, objectives, peculiarities of TIPS pedagogy are characterized. Some TIPS methods and techniques are considered, as well as the methodology for their use in working with preschool children. The description (name, goal, course of the game) of educational didactic games with TIPS elements is given. It is concluded that by using the TIPS methodology in working with preschool children, we develop a creative personality, imagination and fantasy. TIPS helps to reduce formulaic thinking, reveals the flexibility of thought, helps to see and make decisions, teaches people to use unusual methods, helps to develop horizons.


2020 ◽  
Vol 3 (2) ◽  
pp. 85
Author(s):  
Nilza Humaira Salsabila ◽  
Ulfa Lu'luilmaknun ◽  
Ratih Ayu Apsari ◽  
Nourma Pramestie Wulandari ◽  
Sripatmi Sripatmi

Abstract. The purpose of this study was to determine the perspective of mathematics education college students or preservice mathematics teachers on the use of educational games in mathematics learning at schools. This research is a descriptive study with a quantitative approach. The research subjects were 48 college students in mathematics education. Student perspective data were obtained through a questionnaire given, then the data were tabulated and analyzed. The results showed that 93.75% of students agreed with the use of games in learning mathematics. The reasons students agree with the use of games are students become interested in learning, learning becomes fun, students do not get bored, game technology needs to be utilized in learning activities, the topic is easy to understand, students can learn while playing, games can increase learning interest, learning becomes not monotonous, students become enthusiastic about learning, current learning must be more modern, students are not surfeited about learning, games are following the current digital era, can be a media of learning, effective in learning, increase students' creative thinking, reduce the negative effects of handphone, students become challenged, and students are more relaxed to learn.   Abstrak. Tujuan dari penelitian ini adalah untuk mengetahui perspektif mahasiswa pendidikan matematika atau calon guru matematika terhadap penggunaan game edukasi pada pembelajaran matematika di sekolah. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif. Subjek penelitian merupakan mahasiswa pendidikan matematika yang berjumlah 48 mahasiswa. Data perspektif mahasiswa diperoleh melalui angket yang diberikan, kemudian data ditabulasi dan dianalisis. Hasil penelitian menunjukkan bahwa 93,75% mahasiswa setuju dengan penggunaan game pada pembelajaran matematika. Alasan mahasiswa setuju dengan penggunaan game adalah siswa menjadi tertarik pada pembelajaran, pembelajaran menjadi menyenangkan, siswa tidak bosan belajar, teknologi game perlu dimanfaatkan dalam kegiatan pembelajaran, materi mudah dipahami, siswa dapat belajar sambil bermain, game meningkatkan minat belajar, pembelajaran menjadi tidak monoton, siswa menjadi semangat belajar, pembelajaran sekarang harus lebih modern, siswa tidak jenuh belajar, game sesuai dengan zaman digital sekarang, dapat menjadi media pembelajaran, efektif pada pembelajaran, meningkatkan pemikiran kreatif siswa, mengurangi efek negatif handphone, siswa menjadi tertantang, dan siswa lebih santai belajar.


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