The effectivity of problem-based learning assisted by snakes and ladders games on students divergent thinking ability

Authors

Ghazian Nurin Izzati , Dwijanto Dwijanto , Adi Nur Cahyono

DOI:

10.29303/jpm.v17i6.4177

Published:

2022-11-30

Issue:

Vol. 17 No. 6 (2022): November 2022

Keywords:

Problem Based Learning, Snake & ladder games, Divergent Thinking Ability

Articles

Downloads

How to Cite

Izzati, G. N., Dwijanto, D., & Cahyono, A. N. (2022). The effectivity of problem-based learning assisted by snakes and ladders games on students divergent thinking ability. Jurnal Pijar Mipa, 17(6), 732–736. https://doi.org/10.29303/jpm.v17i6.4177

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

Abstract

This study aims to determine the effectiveness of problem-based learning assisted by the game of snakes and ladders on students' divergent thinking skills. The type of research is quasi-experimental, and it was conducted at a public junior high school in Semarang for the 2022/2023 academic year. The sampling technique in this study used purposive sampling, the population in this study was the entire class VIII, and the sample in the study was class VIII F as the experiment class (KF) and class VIII E as the control class (KE). The instrument used was a test result of student learning with five description questions, the hypothesis test used is one sample t-test, independent t-test, and z-test with sig 0.05. Based on the results of the study, it was found that the experimental class learning outcomes were higher than the control class learning outcomes. One sample t-test obtained that t count = 6.045 while t table = 0.683, so that t count > t table, it can be said that KF capability average exceeds 70, independent t-test obtained sig < 0.05 which is 0.001. The average of students with learning model problem-based learning with the help of snakes and ladders game on divergent thinking ability more than the average divergent thinking ability of mathematics. It can be said that 75% of students in the experimental class completed it classically. Learning with problem-based learning assisted by snake and ladder games on the students' divergent thinking skills was effective for the mathematics learning outcomes of class VIII students.

References

Junti, F. H. L., Gunawan, G., Harjono, A., Busyairi, A., & Kosim, K. (2021). The validity of project-based learning device on momentum and impulse materials in increasing students creativity. Jurnal Pijar Mipa, 16(5), 644-649.

Anisah, Sumarmi, & Astita, I. K. (2018). Penerapan Model Pembelajaran Problem Based Learning Dipadu Dengan Team Assisted Individualization Untuk Meningkatkan Hasil Belajar Siswa. Jurnal Pendidikan: Teori , Penelitian Dan Pengembangan, 3(2), 159–164.

Suardana, P. (2019). Penerapan Model Pembelajaran Problem Based Learning (PBL) dengan Metode Demonstrasi untuk Meningkatkan Hasil Belajar Permainan Tolak Peluru. Journal of Education Action Research, 3(3), 270.

Ahmad Zaki, D. Y. (2020). Penggunaan Media Pembelajaran untuk Meningkatkan Prestasi Belajar Siswa pada Pelajaran PKN SMA Swasta Darussa’adah Kec. Pangkalan Susu. Al-Ikhtibar: Jurnal Ilmu Pendidikan, 7(2), 809–820.

Hsu-Chan Kuo, Yuan-Chi Tseng, Ya-Ting Carolyn Yang. (2019). Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course, Thinking Skills and Creativity, Volume 31, 1-10, 1871-1871

Mangdalena, I., FatakhatusShodikoh, A., & Pebrianti, A. R. (2021). Pentingnya Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa Sdn Meruya Selatan 06 Pagi. EDISI : Jurnal Edukasi Dan Sains, 3(2), 312–325.

Nasrulloh, M. A., & Rahayu, D. V. (2022). Proses Berpikir Divergen Matematis Peserta Didik Dalam Menyelesaikan Soal Open Ended Ditinjau Dari Habits of Mind. 15.

Rauf, J., Halim, S. N. H., & Mahmud, R. S. (2020). Pengaruh Kemampuan Berpikir Divergen dan Kemandirian Belajar terhadap Hasil Belajar Matematika Siswa. Mandalika Mathematics and Educations Journal, 2(1), 1–9.

Mohd, C. K. N. C. K., Shahbodin, F., Sedek, M., & Samsudin, M. (2020). Game based learning for autism in learning mathematics. International Journal of Advanced Science and Technology, 29(5), 4684–4691

Wijaya, A. (2018). How do open-ended problems promote mathematical creativity? A reflection of bare mathematics problem and contextual problem. Journal of Physics: Conference Series, 983(1).

Guildford. Fundamental Statistics in Psychology and Education. 3rd Ed. New York: McGraw-Hill Book Company, Inc.

Huang, P. S., Peng, S. L., Chen, H. C., Tseng, L. C., & Hsu, L. C. (2017). The relative influences of domain knowledge and domain-general divergent thinking on scientific creativity and mathematical creativity. Thinking Skills and Creativity, 25, 1-9.

Juliana, J., Dewi, N. K., & Khair, B. N. (2021). The development of sisperman games on science teaching for primary school student. Jurnal Pijar Mipa, 16(4), 512-518.

Afifah, N., & Hartatik, S. (2019). Pengaruh Media Permainan Ular Tangga terhadap Motivasi Belajar pada Pelajaran Matematika Kelas II SD Kemala Bhayangkari 1 Surabaya. MUST: Journal of Mathematics Education, Science and Technology, 4(2), 209.

Malalina, M. (2017). Media Ular Tangga Segitiga Pada Materi Luas Dan Keliling Segitiga. Jurnal Cendekia : Jurnal Pendidikan Matematika, 1(2), 35–40.

Sugiyono. (2015). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta

Lubis, M. A., & Azizan, N. (2018). Penerapan Model Pembelajaran Problem Based Learning Untuk Meningkatkan Hasil Belajar Matematika Di Smp Muhammadiyah 07 Medan Perjuangan Tahun Pelajaran 2018/2019. Logaritma: Jurnal Ilmu-Ilmu Pendidikan Dan Sains, 6(02), 150.

Mashuri, S., Djidu, H., & Ningrum, R. K. (2019). Problem-based learning dalam pembelajaran matematika: Upaya guru untuk meningkatkan minat dan prestasi belajar siswa. Pythagoras: Jurnal Pendidikan Matematika, 14(2), 112–125.

Ferryka, P. Z. (2018). Permainan Ular Tangga Dalam Pembelajaran Matematika Di Sekolah Dasar. Jurnal Magistra, 29(100), 58–64.

Afifah, N., & Hartatik, S. (2019). Pengaruh Media Permainan Ular Tangga terhadap Motivasi Belajar pada Pelajaran Matematika Kelas II SD Kemala Bhayangkari 1 Surabaya. MUST: Journal of Mathematics Education, Science and Technology, 4(2), 209.

Author Biographies

Ghazian Nurin Izzati, Master of Mathematics Education, Postgraduate Program, Universitas Negeri Semarang, Semarang

Dwijanto Dwijanto, Master of Mathematics Education, Postgraduate Program, Universitas Negeri Semarang, Semarang

Adi Nur Cahyono, Master of Mathematics Education, Postgraduate Program, Universitas Negeri Semarang, Semarang

License

Copyright (c) 2022 Ghazian Nurin Izzati, Dwijanto Dwijanto, Adi Nur Cahyono

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

The following terms apply to authors who publish in this journal:
1. Authors retain copyright and grant the journal first publication rights, with the work simultaneously licensed under a Creative Commons Attribution License 4.0 International License (CC-BY License) that allows others to share the work with an acknowledgment of the work's authorship and first publication in this journal.

2. Authors may enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., posting it to an institutional repository or publishing it in a book), acknowledging its initial publication in this journal.
3. Before and during the submission process, authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website), as this can lead to productive exchanges as well as earlier and greater citation of published work (See The Effect of Open Access).

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.