students’ creative thinking enhancement by using interactive multimedia of redox reaction

students’ creative thinking enhancement by using interactive multimedia of redox reaction

;Mrs. Liliasari;Siti Supriyanti;Muhammad Nurul Hana
journal of personality and social psychology 2016 Vol. 21 pp. 30-34
173
liliasari2016jurnalstudents

Abstract

The aim of this study was to apply multimedia in enhancing students’ creative thinking skills. Research subject were eleventh-grade students that yet to learn redox concept, at one of senior high school in Bekasi. Experimental group was consisted of 50 students and control group was consisted of 51 students. Multimedia activities can be used to enhance students’ creative thinking by designing multimedia based on creative thinking activities. Students’ creative thinking enhancement is equal to students’ cognitive enhancement and research findings suggested that enhancement in all students’ creative thinking aspects by using interactive multimedia learning was significantly different than by PowerPoint learning. It was reflected by creative thinking enhancement of high and moderate criteria. The highest enhancement was on fluency (N-gain= 85.83%) and the lowest  was on flexibility (N-gain= 54.93%).ABSTRAK Penelitian ini bertujuan untuk menggunakan multimedia dalam meningkatkan kemampuan berpikir kreatif siswa. Subjek penelitian adalah siswa kelas XI yang belum belajar konsep redoks di salah satu SMA di Bekasi. Kelompok eksperimen terdiri dari 50 siswa dan kelompok kontrol terdiri dari 51 siswa. Kegiatan multimedia dapat digunakan untuk meningkatkan kemampuan berpikir kreatif siswa dengan merancang multimedia berdasarkan kegiatan berpikir kreatif. Peningkatan kemampuan berpikir kreatif siswa adalah sama dengan peningkatan kognitif siswa dan penelitian menemukan bahwa peningkatan semua aspek berpikir kreatif siswa dengan menggunakan pembelajaran multimedia interaktif berbeda secara signifikan dengan pembelajaran PowerPoint. Hal ini ditunjukkan oleh peningkatan kemampuan berpikir kreatif dengan kriteria tinggi dan sedang. Peningkatan tertinggi ditemukan pada kefasihan (N-gain = 85,83%) dan peningkatan terendah ditemukan pada fleksibilitas (N-gain = 54,93%).

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