Intelligence, Creative Thinking, and Sociometric Choice Among Fifth-Grade Children

1966 ◽  
Vol 34 (3) ◽  
pp. 83-89 ◽  
Author(s):  
Kaoru Yamamoto ◽  
Marlene L. Lembright ◽  
Ann M. Corrigan
Author(s):  
I Wayan Widiana ◽  
I Nyoman Jampel

This classroom action research aimed to improve the students’ creative thinking and achievement in learning science. It conducted through the implementation of multiple intelligences with mind mapping approach and describing the students’ responses. The subjects of this research were the fifth grade students of SD 8 Tianyar Barat, Kubu, and Karangasam. The objects of this research were multiple intelligence, achievement in science and students’ response. The research was conducted in two cycles and every cycle consisted of planning, action implementation, observation, and reflection. The data of students’ creative thinking were collected by performance test; the data of students’ achievement in learning science were collected through questionnaire. After the data were collected, then they were analyzed descriptively and quantitatively. The results of the study showed that (1) the implementation of multiple intelligence approach improved the students’ creative thinking and achievement in learning science. The improvement in the students’ creative thinking from cycle I to cycle II is 16.56%. (2) The improvement of the students’ achievement in learning science from cycle I to cycle II is 11.46%. (3) The students’ response to the implementation of multiple intelligence with mind mapping fell into category positive.The students felt happy in learning science through the implementation of multiple intelligences with mind mapping.


1966 ◽  
Vol 18 (2) ◽  
pp. 335-341 ◽  
Author(s):  
Robert M. Smith ◽  
John T. Neisworth

This study was designed to determine on which of 18 creativity factors a group of 60 intellectually bright students in regular fifth grade classes would differ from a group of intellectually normal Ss (matched on sex, race, socio-economic position, school, and classroom setting) when variables of possible influence were either not controlled or were covaried in different ways. Eight Guilford-type tests were used to assess factors of creativity. Without statistical control, the gifted exceeded significantly the normals on 8 of 14 verbal factors but on none of the non-verbal dimensions. When different variables were controlled singly and in combination, significant differences appeared on the dependent variables. Separate correlations for gifted and normal Ss indicated differences in the way intelligence and achievement related to creativity factors for the groups.


2015 ◽  
Vol 11 (4) ◽  
pp. 253-260
Author(s):  
Feras Mohammed Al-Madani

This study aims at investigating the effect of Blended Learning approach compared to the traditional learning approach on fifth grade students’ achievement in My Beautiful Language Textbook and the development of their verbal creative thinking. The study consisted of 49 students among which 25 are males in the Experimental Group and 24 females in the Control Group. The study found a statistical significant difference (α ≤ 0.05) between the mean scores of the two study groups in achievement posttest and verbal creative thinking post application test. The experiment group which was taught using the blended approach of learning outperformed the Control Group in both tests. Thus, learning My Beautiful Language Textbook using the blended approach is more effective than the traditional method in terms of achievement and the development of verbal creative thinking skills. In light of this, the study recommends the adoption of blended approach in learning My Beautiful Language Textbook, the curriculum computerization, holding series of training courses, and workshops for teachers in school districts on how to effectively implement the blended approach. 


Author(s):  
Desak Ketut Rani Astiti Asih ◽  
Sunyono Sunyono ◽  
Dwi Yulianti ◽  
Doni Andra

Technology and education are now required for the development of 21st century skills. The purpose of this study was to determine 1) the practicality of STEAM-based e-Modules in online learning, 2) the importance of STEAM-based e-Modules in online learning, and 3) the improvement of students' creative thinking skills in fifth grade on the content "My Blood Circulation is Healthy." A total of 16 students were employed in the study. Questionnaires and tests were utilized as data gathering instruments. Problem and need analysis, literature review, product design, validation, and practitioner testing were the stages of development. The findings revealed that pupils' low creative thinking abilities were attributed to teachers' failure to adequately embrace technology and their continued usage of traditional instructional materials. The STEAM-based e-Module development improved creative thinking skills of Grade 5 students.


2019 ◽  
Vol 1 (2) ◽  
pp. 90-99
Author(s):  
Anis Zulfatin Nihayah ◽  
Fina Fakhriyah ◽  
Much Arsyad Fardhani

Creative thinking belongs to high-order thinking. It is important to see various possible solutions to a problem. Students with various possibilities of solving a problem will be more creative. It is necessary to foster the creative thinking skill since elemenetary school level. This research has intended to find out the improvement of the students’ creative thinking by using the model of contextual teaching and learning assisted by pop-up book media. This research is conducted in fifth grade of elementary school with 26 students. The researcher used classroom action research method in 2 cycles. Each cycle consisted of planning, implementation, observation, and reflection. Data collection techniques that the researcher used are interview, observation, pre-test, and documentation. The researchers used quantitative and qualitative data analysis. The result of this research show that there is improvement of student’ creative-thinking on 6th theme “Heat and Its Displacement” from 54% in the cycle 1 then improve to be 85% in the cycle 2. So, from this research the researchers can conclude that the model of contextual teaching and learning assisted by pop-up book media can improve elementary school students’ creative thinking skill.


Author(s):  
Madha Lely ◽  
Zetra Hainul Putra ◽  
Syahrilfuddin Syahrilfuddin

This research is a case study. The purpose of this study is to find out how creative thinking abilities of fifth grade students in solving math-type open-ended in Elementary School 016 Mekar Jaya kecamatan Kampar Kiri Tengah Kabupaten Kampar. Data collection techniques is a test. The subject of this study 19 the students of class VA. Creative thinking abilities of fifth grade students in solving math-type open-ended views of the three indicators that have been set think smooth, think flexible and think original. The results show that the average ability of creative thinking of students on a creative level is of 5.26, while at the level of quite a creative is 31, 57 and at a rate of less creative is 63,15. From these results the overall average is 23,68. This suggests that the ability of creative thinking of students of class V in solving math-type open-ended in Elementary School 016 Mekar Jaya Kecamatan Kampar Kiri Tengah Kabupaten Kampar is less creative.


2021 ◽  
Vol 2 (1) ◽  
pp. 9-14
Author(s):  
Visca Elya Anastasya ◽  
Ristiyani Ristiyani ◽  
Nur Fajrie

The purpose of this study iwas to analyze the ludo game as an effort to improve the creative thinking skills of elementary school students. Research conducted using classroom action research. The study was conducted in two cycles. The subject of research is the fifth grade students of SDN Jakenan with 24 students. Data colectiontechniques used are observation, interviews, evaluation test and documentation. The validity of the data used expert judgment techniques. Analysis of the data used is the analisysis of qualitative and quantitative data.Based on the aspect of creative thinking the value in the cycle I obtained an average of 76,79 in Indonesia content and IPS content an average of 79,37. Cycle II the value of Indonesian Content gained an average of 81 and the IPS content obtained an average value of 86,37. Whereas the ludo game obtained an average in cycle I of 74% and cycle II gained an average of 82%.


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