scholarly journals The Effect of Using Project Base Learning (PjBL) Models on Students' Creative Thinking Skills in Solar System Materials

2019 ◽  
Vol 9 (2) ◽  
pp. 233-242
Author(s):  
Vivit Nurhikmah Havita ◽  
◽  
Sjaifuddin Sjaifuddin ◽  
Asep Saefullah ◽  
Lukman Nulhakim ◽  
...  

This study aims to determine the achievement and improvement of the abilities gained by students with project-based learning models (PjBL). The method used in this study is a pre-experimental method with research design one group pretest-posttest. This study uses one class. The population of this study was all students of class VII A with total of 36 students. The study instrument used was a test of creative thinking skills and non-test abilities consisting creativity, presentation and percentage, and the implementation of the learning model. The result of this study obtained by paired t-test showed that there is a possibility of using the PjBL model to the creative thinking skills with a significance value of 0.000. These results indicate that PjBL effects creative thinking skills. In addition, the improvement of creativity based on the test of creative thinking skills has a value of 0.56 (56%) with medium category, the average value of innovative products is 85.71% with outstanding classes, and the performance & percentage are 73 with good classes.

2020 ◽  
Vol 3 (1) ◽  
Author(s):  
Sitti Ashriah ◽  
Abd. Muis ◽  
A. Faridah Arsal

Abstract. This research aims to find out the difference of students’ creative thinking skill using the PjBL learning model and conventional learning model for environmental pollution material. This research is a quasi-experiment with pretest-posttest control group design. The population were all the students of class VII and the sample were 34 students of class VII A and VII C. Data collection techniques used an essay. Data analysis in this study was conducted by t-test. The results showed that (1) creative thinking skill of students taught using PjBL learning model of environmental pollution material are in the moderate category with an average value of 58.23; (2) creative thinking skill of students taught using conventional learning model of environmental pollution are in the low category with an average value of 46.70; (3) there is difference of students’ creative thinking skill using PjBL learning model and conventional learning model of environmental pollution materials where students taught through PjBL learning model have higher creative thinking skills than taught by conventional learning model.Keywords: creative thinking skill, project-based learning, coventional learning.   


2021 ◽  
Vol 6 (1) ◽  
pp. 1-25
Author(s):  
Dewi Wahyuni ◽  
Mekar Meilisa Amalia

The purpose of this study was to determine the effectiveness of the accounting creative thinking test on the learning outcomes of SMA Darussalam, to determine the sensitivity of the accounting creative thinking test to the learning outcomes of SMA Darussalam and to determine the students' responses to the accounting creative thinking test on the learning outcomes of SMA Darussalam. This research is a research on the development of Sugiono's modification through four stages, namely, test design, validation, limited trials and extensive trials. The instruments used in this study were creative thinking tests, validation sheets and student response questionnaires. The instrument was declared to have met the quality of the test. Testing the quality of the test for creative thinking in accounting by looking at the results of the validity, the distinguishing power of the questions, the difficulty level of the questions and the reliability of the questions. Based on the results of the calculation, it was found that the developed creative thinking test was less effective, because the average value of students' creative thinking skills had not yet reached a value of 60. The sensitivity of the creative thinking test was sensitive to student accounting learning outcomes with an average of 0.434. Student response to the creative thinking test developed was negative which was below 80%, which was 71.85%. So it can be concluded that the sensitivity of the accounting creative thinking test and the time it takes to complete the creative thinking test is effective and usable. However, in the creative thinking test category this is not effective because to answer the test requires a sufficiently deep skill, and this has not been mastered by the students.


AS-SABIQUN ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 14-25
Author(s):  
Syarifa Wahidah Al-Idrus ◽  
Muti’ah Muti’ah ◽  
R. Rahmawati

This research aims to develop students' creative thinking skills. This study used a classroom research method with a one-shot case study design. The sample in this study were students of environmental chemistry at the Chemistry Education Study Program, FKIP UNRAM. Observation data will be obtained based on observation sheets to describe student activities and creativity from the beginning of the project to the end of the project. The project that is given focuses on environmental pollution material. The results of this study indicate that students are very active in the project-based learning process. Students' creative thinking skills in designing simple experiments about environmental pollution are in a good and very good position. The generating stage with a value of 90 (very good), the planning stage with a value of 88 (very good), the producing / producing stage is very good (88), the checking stage 80 is good, and the critiquing stage with a value (Good).


2019 ◽  
Vol 10 (2) ◽  
pp. 14-22
Author(s):  
Rifka Annisa ◽  
M Haris Effendi ◽  
Damris Damris

Model project based learning berbasis STEAM adalah model yang menuntut siswa untuk menghasilkan sesuah produk, dan produk yang dihasilkan memiliki kreteria science, technology, engineering, arts dan mathematic. Tujuan penenilian adalah untuk melihat perbedaan kemampuan berpikir kreatifitas siswa menggunakan model project based learning berbasis STEAM pada materi asam dan basa. Desain penelitian ini adalah pre-experimental desain dengan jenis penelitian one-group pretest-postest desain menggunakan sampel penelitian rondom sampling. Adapun sampel yang dipilih hanya satu kelas yaitu kelas XI MIA 2. Instrument penelitian berupa rencana pelaksanaan pembelajaran, soal pretest dan  posttest. Analisis data menggunakan uji paired sampel t-test, nilai rata-rata pretest 1,58 dan posttest 3,17. Hasil korelasi nilai pretest-postest 0,263 > 0,05 artinya tidak terdapat hubungan antar nilai pretest-postest. Nilai signifikansi 2- tailed 0,000 < 0,05, maka dapat disimpulkan terdapat perbedaaan yang nyata kemampuan berpikir kreatif siswa pada data pretest dan posttes. Berdasarkan hasil penelitian dapat disimpulkan terdapat perbedaan yang nyata kemampuan berpikir kreatif siswa dangan penggunaan model poreject basd learning pada materi asam dan basa di SMAN 11 Kota Jambi. Kata kunci : Model Project Based Learning, STEAM, Berpiki Kreatif ABSTRAK The STEAM-based project based learning model is a model that requires students to produce a product, and the products produced have criteria for science, technology, engineering, arts and mathematic. The aim of the study was to see differences in students' creative thinking abilities using STEAM-based project based learning models on acidic and basic material. The design of this study was pre-experimental design with the type of one-group pretest-posttest research using a sample sampling method. The sample chosen was only one class, namely class XI MIA 2. The research instrument was in the form of a learning implementation plan, about the pretest and posttest. Data analysis using paired sample t-test, pretest average value 1.58 and posttest 3.17. Corlation results of the pretest-posttest value 0.263> 0.05 means that there is no relationship between the values ​​of the pretest-posttest. 2- tailed significance value 0,000 <0,05, it can be concluded that there are significant differences in students' creative thinking skills on data pretest and posttes. Based on the results of the study, it can be concluded that there are significant differences in the students' creative thinking ability with the use of the poreject basd learning model in acidic and basic material in SMAN 11 Kota Jambi. Keywords : Model Project Based Learning, STEAM, Creative Thinking


Author(s):  
Raka Panji Satria ◽  
Hairunisyah Sahidu ◽  
Susilawati Susilawati

ABSTRAKPenelitian pengembangan ini bertujuan untuk menghasilkan produk berupa perangkat pembelajaran model inkuiri terbimbing berbantuan laboratorium virtual untuk meningkatkan keterampilan berpikir kreatif peserta didik. Jenis penelitian adalah Research and Development (R&D) dengan model 4D terdiri dari Define, Design, Develop, dan Disseminate. Produk yang dikembangkan berupa silabus, rencana pelaksanaan pembelajaran daring, lembar kerja peserta didik, dan instrumen tes keterampilan berpikir kreatif. Validitas produk dinilai oleh enam validator dengan analisis skala likert. Selanjutnya kepraktisan ditentukan dari hasil observasi melalui lembar keterlaksanaan kegiatan dan efektivitas diperoleh dari uji coba terbatas untuk mendapatkan nilai N-gain. Hasil penelitian berdasarkan penilaian validator menunjukkan keseluruhan perangkat yang dikembangkan memiliki nilai rata-rata diatas 3.26 dengan kategori sangat baik. Kemudian hasil observer menunjukkan rata-rata keterlaksanaan kegiatan diatas 63 % dengan kategori sangat baik. Lalu hasil rata-rata uji N-gain didapatkan nilai 0.51 dengan kategori sedang. Sehingga dapat disimpulkan perangkat pembelajaran fisika model inkuiri terbimbing berbantuan laboratorium virtual pada materi elastisitas dan hukum Hooke valid, praktis, dan efektif untuk meningkatkan keterampilan berpikir kreatif peserta didik. Kata kunci: perangkat pembelajaran; model inkuiri terbimbing; laboratorium virtual; keterampilan berpikir kreatif. ABSTRACTThis development research aims to produce products in the form of guided inquiry learning models assisted by virtual laboratories to improve students' creative thinking skills. The type of research is Research and Development (R&D) with a 4D model consisting of Define, Design, Develop, and Disseminate. Products developed in the form of a syllabus, online lesson plans, student worksheets, and creative thinking skills test instruments. The validity of the product is limited by six validators with Likert scale analysis. Furthermore, practicality is determined from the results of observations through the implementation sheet and can be obtained from limited trials to get the N-gain score. The results of the research based on the facts of the validator showed that the total developed equipment had an average value above 3.30 with the very good category. Then the results of the observers showed that the average activity implementation was above 75% with the very good category. Then the results of the average N-gain test obtained a value of 0.51 in the medium category. So it can be concluded that the guided inquiry model physics learning device with virtual assistance on elasticity material and Hooke's law is valid, practical, and effective for improving students' creative thinking skills. Keywords: learning tools; guided inquiry model; virtual laboratory; creative thinking skills.


2021 ◽  
Vol 4 (2) ◽  
pp. 131-142
Author(s):  
Elly Rahmawati ◽  
Supari Muslim ◽  
Soeryanto Soeryanto ◽  
Tri Rijanto

This study aimed to determine the effect of project-based learning on student learning outcomes and creative thinking skills in computer numeric control subjects at SMK KAL-1 Surabaya. This study used a quasi-experimental factorial research design with a 2-way ANOVA test technique. In this study, 66 students from class XI of the Mechanical Engineering Expertise Program were divided into experimental groups (n= 33) and a control group (n= 33). The instrument used in this research is in the form of test sheets and observations to measure the level of students creative thinking and their learning outcomes. This study found that student learning outcomes using project-based learning are significantly higher than students who taught using direct learning models in computer numeric control subjects. Furthermore, the learning outcomes of students who have a high level of creative thinking are significantly higher than those of students who have a low level of creative thinking. Moreover, there is an interaction between using learning models and creative thinking on three domains of learning outcomes (cognitive, affective, and psychomotor) in computer numeric control subjects.


2020 ◽  
Vol 6 (1) ◽  
pp. 9-16
Author(s):  
Lukman Nulhakim ◽  
Fajar Rizki Setiawan ◽  
Asep Saefullah

This study determines the improvement of students' creative thinking using problem-based learning models assisted by interactive multimedia on the concept of substance pressure. Research conducted at SMP 2 Mandalawangi, using one-sample classes, class VIII the second semester of 2017/2018 academic year, was held in May 2018. The method used is quantitative research, while the type used is quasi-experimental research, using a one-group pretest-posttest design research design. The instrument used was a test instrument for creative thinking skills in the form of elaboration questions on the concept of pressure. The analyzing data using paired sample t-test or paired sample t-test analysis to see the effect of PBL on creative thinking skills, and n-gain to see an improvement in creative thinking skills. The study gives an increase in students' creative thinking skills. The average value of 41 to 81 with an n-gain of 0.68 or an improved of 68%, which included the medium criteria. Paired sample t-test results indicate that there is an influence of the use of problem-based learning models assisted by interactive multimedia on students' creative thinking skills on the concept of substance pressure.


2020 ◽  
Vol 3 (2) ◽  
pp. 201-214
Author(s):  
Joko Krismanto Harianja

Abstrak: Tujuan penelitian ini adalah untuk meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa SMP kelas VII dengan menerapkan model pembelajaran Project Based Learning (PjBL) serta untuk mengetahui apakah keterampilan berpikir kreatif siswa memiliki hubungan positif terhadap komunikasi matematis siswa. Penelitian ini dilakukan di SMP XYZ kota Bogor. Adapun kegiatan pada proses pembelajaran ini adalah merancang mathematics board games. Mix method merupakan jenis metode penelitian yang dilakukan dengan teknik pengambilan data dengan wawancara terhadap 5 orang responden, kuesioner dan observasi. Analisa kualitatif dilakukan secara triangulasi. Sedangkan untuk analisa kualitatif dengan menggunakan data yang diperoleh dari instrumen rubrik indikator keterampilan berpikir kreatif dan komunikasi matematis. Hasil penelitian menunjukkan bahwa implementasi PjBL dapat meningkatkan keterampilan berpikir kreatif dan komunikasi matematis siswa. Secara kuantitatif dengan menggunakan uji statistik korelasi Pearson, diketahui keterampilan berpikir kreatif memiliki hubungan positif dengan keterampilan berpikir kreatif. Abstract: The purpose of this study is to improve the creative thinking skills and mathematical communication of VII grade junior high school students by applying the Project Based Learning (PjBL) learning model and to find out whether students 'creative thinking skills have a positive correlation with students' mathematical communication skill. This research was conducted at SMP XYZ in Bogor. The activities in this learning process are designing mathematics board games. Mix method as the research methodology that is used with data collection techniques by interviewing 5 respondents, questionnaires and observations. Qualitative analysis is done by triangulation. Whereas for quanitative analysis using data obtained from the rubric instrument of creative thinking skills and mathematical communication indicators. The implementation of PjBL could improve students' creative thinking skills and mathematical communication. Quantitatively using the Pearson correlation statistical test, it is known that creative thinking skills have a positive relationship with creative thinking skills.


Author(s):  
Yeon Kim ◽  
Suk Lee ◽  
Changsun Ahn

Project-based learning is one of the popular and promising approaches in engineering education. The current study reports on a curriculum that was designed and implemented by a graduate school to help students gain knowledge and creative thinking skills through collaboration between different majors during industrial projects in a graduate course on home appliance engineering. The students selected the topics, planned the project, conducted research, produced a prototype, and presented their results under the guidance of a group of advisors consisting of professors, technical advisors, and industry mentors. A quantitative analysis showed that this approach was effective in improving the students’ attitude toward engineering. Furthermore, a qualitative analysis showed that this learning method helped students learn how to communicate and present effectively, to flexibly approach projects, and to understand the practices of industrial research. Based on the findings, the current study discusses how the project-based learning helped students advance.


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