scholarly journals Web-based applications to develop students’ creativity in English for specific purposes

Author(s):  
Iryna Simkova ◽  
Oleksandra Bondarenko ◽  
Lina Bielovetska

<span lang="EN-US">This paper investigates the implementation of web-based applications to develop students’ creative thinking skills in English for Specific Purposes. The paper explores the role of web-based applications during creativity development in English for Specific Purposes classes. The attention is paid to the analysis of organizational levels of creative thinking development and concepts of creativity. This paper discusses how to achieve creative thinking during distance learning in English for Specific Purposes classes. The sample was 310 bachelor students from two Ukrainian universities. The sample was selected on the basis of the stratified sampling technique. The instruments were used F-test, the Likert-type scale test, and interviews. The study presents the results gained from interviews with Ukrainian students and results of creativity tests passed by students. The examples of tasks aimed at creative thinking achievement during distance learning in English for Specific Purposes classes are given. A comparative analysis of results has allowed emphasizing the positive experience of two Ukrainian universities, which can be implemented in future distance learning in the higher institutions located in other regions of Ukraine. The findings of this study support the idea that the development of creative thinking skills during the distance learning of bachelor students of different specialism can be intensified with the selection of proper web-based applications.</span>

Author(s):  
Gregory Shepherd

Integrating the use of Web-based and mobile technology applications into K-12 world languages contexts requires innovative teacher preparation models. This chapter evaluates a multi-step technology integration unit that develops in pre-service teachers the skills necessary to plan and carry out learner-centered communicative instruction. Importantly, this unit also incorporates five skills for disruptive innovators. Pre-service teachers blend pedagogy, technology tools, and content in project-based learning lesson design while practicing creative-thinking skills. As student teachers learn to repurpose mobile applications for the language-learning classroom, they empower articulate digital natives and foster 21st century learning. Given technology's constant growth, teaching integration of specific apps will have limited benefits. On the other hand, teaching how to innovate and repurpose will serve student teachers for their entire career. Results of this study show growth in lesson planning, creativity, and innovation skills.


Author(s):  
Gregory Shepherd

Integrating the use of Web-based and mobile technology applications into K-12 world languages contexts requires innovative teacher preparation models. This chapter evaluates a multi-step technology integration unit that develops in pre-service teachers the skills necessary to plan and carry out learner-centered communicative instruction. Importantly, this unit also incorporates five skills for disruptive innovators. Pre-service teachers blend pedagogy, technology tools, and content in project-based learning lesson design while practicing creative-thinking skills. As student teachers learn to repurpose mobile applications for the language-learning classroom, they empower articulate digital natives and foster 21st century learning. Given technology's constant growth, teaching integration of specific apps will have limited benefits. On the other hand, teaching how to innovate and repurpose will serve student teachers for their entire career. Results of this study show growth in lesson planning, creativity, and innovation skills.


2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Widia Rahmawati ◽  
Jujun Ratnasari ◽  
Suhendar Suhendar

The purpose of this study is to examine the effect of Socioscientific Issues learning approach to improving students' creative thinking ability. Learning with the Socioscintific Issues approach needs to be trained because it not only develops creative thinking skills, but also other abilities can be developed such as critical thinking skills, decision-making and arguing ability. The research method that will be used is quasi experiment with Design Nonequivalent Control Group. This research was conducted at State Junior High School 6 Sukabumi with research population that is class VII (Seven). The sampling technique used is Purposing Sampling. Indicators of creative thinking that is sensitivity, thinking smoothly, thinking flexible, original thinking and thinking detailing. The results showed that the average value of N-gain of the experimental class was 0.56 higher than the control class of 0.44. The results of the z test show that the data produced in accordance with the criteria is zhitung = 3.177> ztabel = 1.998 with a trust level of 0.05 (5%), meaning H0 is rejected and H1 accepted, it means that the Socioscientific Issues learning approach influences the creative thinking ability of learners water pollution material. The response of learners to the learning approach Socioscientific Issue gave a positive response on the approach of learning approaches Socioscientific Issues.Keywords: Creative Thinking, Socioscientific Issues.


2020 ◽  
Vol 11 (2) ◽  
pp. 261-272
Author(s):  
Ari Septian ◽  
Rani Sugiarni ◽  
Erma Monariska

Students' low creative thinking skills and difficulty in drawing graphs from the given algebraic equations are the background of this study. The purpose of this study was to determine the mathematical creative thinking abilities between Android-based GeoGebra and ordinary learning. This study also investigated students’ responses to the application of Android-based GeoGebra. The research method used was quasi-experimental with a nonequivalent group pretest-posttest design. The instruments were a creative thinking test and a questionnaire. The subjects of this study were students of one of the junior high school in Cianjur selected by purposive sampling technique. The studied material was the quadratic equations as a part of algebra. The gain index data analysis technique used was the normality test and the Mann Whitney test while the questionnaire data responses were analyzed through the average percentage of students’ answers. As a result, the students' mathematical creative thinking ability with Android-based GeoGebra was better than ordinary learning. Also, the students provided positive responses to the application of Android-based GeoGebra.


2019 ◽  
Vol 8 (1) ◽  
pp. 77-88
Author(s):  
Adam Malik ◽  
Yani Nuraeni ◽  
Achmad Samsudin ◽  
Sutarno Sutarno

This study aims to determine the implementation of learning by applying the Student Facilitator And Explaining (SFAE) model and the improvement of students' creative thinking skills on the topic of harmonic vibration. The method used in this study is pre-experimental with one-group pretest-posttest design. The samples of this study were students of class X MIA 4 SMA Karya Pembangunan I Ciaparay with a total of 30 students. The sample was chosen by random sampling technique. The field observation sheet instrument was used to observe the implementation of the SFAE model. An essay type test was given in order to measure students' creative thinking skills. This study discovers that the average implementation score of teacher’s activity was 83% which belongs to the good category and the students’ activity was 79% which belongs to the good category. The Improvement of students’ creative thinking skills based on normalized gain was 0.56 which belongs to the medium category. Hypothesis testing used was paired sample t-test with the results of t-count (36.06)> t-table (2.052). This result means that the SFAE model can be used as an alternative for improving students' creative thinking skills for the topic of harmonic vibration. Thus, implementation of the SFAE model can improve students' higher order thinking skills. The SFAE model can also be implemented for learning on other physics topics at various levels of education


Author(s):  
Jumadi Jumadi ◽  
Riki Perdana ◽  
Muhammad Helmi Hariadi ◽  
Warsono Warsono ◽  
Andi Wahyudi

Indonesian students' creative thinking skill is still at a low level. This study aimed to examine the effectiveness of project collaborative model assisted by Google Classroom (PjCM-GC) in improving students' creative thinking skills. This research explored the differences between students who learned through the demonstration model (DM), project collaborative model (PjCM), and project collaborative model assisted by Google Classroom (PjCM-GC). It was a quasi-experimental with pre and post-test design. The population of this research was students at Senior High School, Lombok Timur-Indonesia. Random sampling technique was employed in this study. The sample was 86 science students grade XI (15-16 ages) who studied in SMAN 1 Aikmel. The data analyzed by paired-sample t-test, comparative-descriptive analysis, and ANOVA mixed design using SPSS 24. The study showed that The PjCM-GC group had a significant difference in the level of creative thinking skills (sig .0000). The PjCM-GC was the most effective model to improve the skills with a gain score of .47 (medium). Learning with the PjCM-GC model can be an alternative for policymakers and teachers to solve the problems of creative thinking.


2019 ◽  
Vol 8 (1) ◽  
pp. 13-24 ◽  
Author(s):  
Tina Sri Sumartini

AbstrakKemampuan berpikir kreatif merupakan aspek kognitif yang penting dalam pembelajaran matematika. Peningkatan kemampuan tersebut perlu didukung oleh model pembelajaran yang tepat yang salah satunya adalah model pembelajaran Mood, Understanding, Recall, Detect, Elaborate, and Review (MURDER). Tujuan penelitian ini yaitu untuk menganalisis pencapaian dan peningkatan kemampuan berpikir kreatif mahasiswa yang mendapatkan pembelajaran MURDER dengan konvensional, serta mengetahui interpretasi peningkatan kemampuan berpikir kreatif mahasiswa dari kedua kelas. Metode penelitian yang digunakan yaitu kuasi eksperimen. Teknik pengambilan sampel dilakukan dengan teknik Purposive Sampling dengan mengambil sampel sebanyak dua kelas di Institut Pendidikan Indonesia. Analisis data dilakukan secara kuantitatif dengan menggunakan uji gain ternormalisasi dan Mann Whitney. Adapun hasil penelitian yaitu Pencapaian dan peningkatan kemampuan berpikir kreatif mahasiswa yang mendapatkan model pembelajaran MURDER lebih baik dibandingkan dengan konvensional dengan interpretasi peningkatan pada kategori sedang. Students’ Creative Thinking Skill through Mood, Understanding, Recall, Detect, Elaborate, and Review LearningAbstractThe ability to think creatively is an important cognitive aspect in learning mathematics. This increase in ability needs to be supported by the right learning model, one of which is a learning model of Mood, Understanding, Recall, Detect, Elaborate, and Review (MURDER). The purpose of this study is to analyze the achievement and improvement of creative thinking skills of students who get MURDER learning conventionally, as well as knowing the interpretation of improving the creative thinking skills of students from both classes. The research method used is quasi-experimental. The sampling technique was carried out by purposive sampling technique by taking a sample of two classes at the Institut Pendidikan Indonesia. Data analysis was carried out quantitatively using normalized gain test and Mann Whitney test. The results of the study are the achievement and improvement of the creative thinking ability of students who get the MURDER learning model better than the conventional one with the interpretation of the increase in the medium category.


2020 ◽  
Vol 2 (2) ◽  
pp. 192-205
Author(s):  
Dyah Ayu Maharani ◽  
Gusni Satriawati ◽  
Eva Musyrifah

 The ability to think creatively is a characteristic of 21st century learning. It takes learning innovation to accommodate increased creative thinking in learning materials. One alternative learning model that is thought to improve creative thinking is the Generative Multi-Representation Learning (GMRL) model. This study aims to analyze the effect of the GMRL model on mathematical creative thinking skills. The research was conducted in class X IPA at a public high school in Tangerang Regency. The method used was a quasi-experimental design with a post-test only randomize control group. The research sample was 66 students, 33 as the experimental group and 33 as the control group. Determination of the sample using cluster random sampling technique. Data collection on mathematical creative thinking skills using test instruments. In general, the research findings reveal that students' mathematical creative thinking skills taught using the GMRL model are higher than the conventional model. These skills include fluency, flexibility, originality and elaboration. The fluency indicator is more dominant than the other three indicators. The conclusion of this study is that the GMRL model is more effective in increasing mathematical creative thinking skills than the conventional model.


Biosfer ◽  
2021 ◽  
Vol 14 (1) ◽  
Author(s):  
Inas Nuha Afifa ◽  
Neni Hasnunidah ◽  
Dina Maulina

ADI learning model supports syntax of learning process through investigative activities of environmental pollution problems and their impact on the ecosystem. The model implements practicum to challenge students' creativity in presenting the results of practicum through students' arguments. The purpose of this study was to analyze the influence of ADI learning model and evaluate the students' creative thinking skills. This was a quasi-experiment study with a pretest-posttest non-equivalent control group design. Sample was taken with cluster random sampling technique, 42 students were divided into 2 classes in 7th junior high school at Global Madani School, Bandar Lampung. Results were analyzed using covariance analysis and the effect size was measured by the partial eta-squared value. Aspects of creative thinking skills that were measured: fluency, flexibility, originality, elaboration, and metaphorical thinking. The result shows application of ADI learning model had significant effect in improving students' creative thinking skills with a significance value of 0.013 (sig.<0.05). The effect of implementing the ADI learning model had high effectiveness in improving the students' creative thinking skills with partial eta squared value of 0.147 which was categorized as large (sig ≥ 0.14). Therefore, ADI learning model has an effect on improving students 'creative thinking and had an impact on high effectiveness in improving students' creative thinking. Finally, the learning model is recommended for Biology teachers to increase students' creative thinking skills effectively.


2020 ◽  
Vol 3 (2) ◽  
pp. 55-62
Author(s):  
Fitri Husni Mardiyah ◽  
Ari Widodo ◽  
Diana Rochintaniawati

Augmented reality application-based learning is one form of education reforms that is used to improve various skills that are needed. One of them is creative thinking skills to face the challenges of the 21st century or the challenges of the industrial revolution 4.0 today. Therefore, the researcher conducts a study entitled the use of augmented reality application to improve the understanding of plant life cycle and creative thinking skills. This study aims to analyze the effects of the use of augmented reality application based on the improved understanding of students about the plant life cycle and creative thinking skills. This study uses the method of quasi-experimental design. The used study design is non-eqivalent control group pretest-postest design. The samples in this study are grade X students of SMA 2 Lembang consisting of 30 students determined by purposive sampling technique. The results of this study show that there are significant differences in the understanding of the concept and creative thinking skills of the students, although the creative thinking skills in both classes are still in the poor category., it is due to the application media of augmented reality application is only used as a medium of learning without including the making process of it so students are not accustomed when they are faced with questions in the form of problem. The test of two averages on the value of concept understanding shows the figure of (2-tailed t = 0 and 0,001) α (0.05) which means that augmented reality application-based learning has an influence on students 'mastery of concept concepts, but does not affect the ability of participants' creative thinking skills students.


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