Abstract

<p>The low ability of students' creative thinking in social studies learning is shown by students who are less able to answer descriptive questions and also have not been able to provide ideas when answering a question. This study aims to describe the differences and improvement of students' creative thinking skills using the board game Risk Rulers of the Archipelago learning media using image media. This research includes quantitative research with a Quasi-Experimental approach, the research design is a Non-Equivalent Control Group Design. The subjects of this study were fifth-grade students of SD Negeri Pasayangan, Lebakwangi District, Kuningan Regency. Data collection was carried out using test instruments in the form of pretest and posttest description questions to measure students' creative thinking skills before and after the action. The data analysis of this research used instrument tests and statistical tests. The results showed that: (1) there were differences in students' creative thinking skills in the experimental class using the board game Risk Rulers of the Archipelago learning media and the control class using image learning media. (2) there is an increase (gain) of student's creative thinking skills in the experimental class using the board game Risk Rulers of the Archipelago learning media and the control class using image learning media. The conclusion of this research is the use of board game learning media Risk Rulers of the Archipelago is very influential on students' creative thinking skills compared to those using image learning media.</p>

Highlights

  • Creative thinking in elementary school students is a process where students think of various solutions to produce various possible answers to a problem they face (Suwandari et al, 2019)

  • The results of the study were described through the acquisition of scores of students in the experimental class and control class at the pretest and posttest stages

  • In the posttest, it can be seen that the experimental class obtained an average value of 83.13 with a maximum value of 100 and a minimum value of 70 with a standard deviation of 9.1 While the value obtained by the control class averaged 70.67 with a maximum value of 90 and the minimum value is 55 with a standard deviation of 10.54

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Summary

Introduction

Creative thinking in elementary school students is a process where students think of various solutions to produce various possible answers to a problem they face (Suwandari et al, 2019). The Use of Risk Board Game Rulers of Archipelago as Learning Media on Creative Thinking Ability. The ability to think creatively is very important for every student. This is because the ability to think creatively in every learning content is very necessary, both in the process of achieving learning objectives or in an effort to achieve useful learning outcomes (Simbolon et al, 2021). Susanto (2017) said that in schools almost every subject can be used for the purposes of developing student creativity. It’s just that the teacher must be able to package and polish each material or lesson in order to produce a creative learning model (Supriatna, 2019)

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