This study aims to: 1) find out how the validity, practicality, and effectiveness of Blended learning-based learning tools in mathematics learning; 2) knowing the improvement of students' mathematical creativity skills using Blended learning-based devices in mathematics learning; and 3) knowing the increase in students' self-efficacy by using learning tools based on Blended learning in learning mathematics. This type of research is a type of development research. This study uses a 4-D development model (define, design, develop, and disseminate) Thiagarajan and Semmel (1974) by developing a tool based on Blended Learning. This research will be carried out at Al-Ulum Terpadu Islamic High School Medan. The subjects in this study were students of SMA Islam Al-Ulum Terpadu Medan grade 11 MIA for the academic year 2021/2022. The results showed that: 1) Blended Learning-based learning tools in improving students' mathematical creativity and learning abilities that were developed had met the valid, practical and effective criteria; 2) The improvement of students' mathematical creativity skills using tools that have been developed based on Blended Learning seen from the N-Gain 0.83 which means it is in the "High" category; 3) Increasing students' self-efficacy using tools that have been developed based on Blended Learning seen from the N-Gain Value of 0.14 means that they are in the "Low" category or only slightly increased their Self-efficacy abilities . Keywords : Development of Learning Devices, Blended Learning, Mathematical Creativity Ability, Student Self-Efficacy DOI: 10.7176/JEP/13-5-02 Publication date: February 28 th 2022
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