Abstract
Creativity skills are one of the essential skills to face the VUCA World. Improving creativity skills is hampered by the large number of students and learning conditions that are less demanding of the creative process in the class. This research aims to measure the effectiveness of the Botanical Eco-gamification program to improve creativity skills. The ADDIE research approach was used to redesign the Botanical Eco-gamification program so that it can improve creativity skills. This research produced test instruments, e-LAD and questionnaires to measure creativity skills in the program. The instrument developed has been proven valid and reliable for measuring originality, divergent thinking, convergent thinking and mental flexibility skills. The results of program implementation show that students' creativity skills have increased from before treatment in the sufficient category (54.2) to the good category (71.16) with the N-Gain achievement being categorized as medium (0.37). The majority of students (55.71%) reached mastery level after being given treatment. Almost all students (76.29%) stated that the program was good for improving creativity skills. Further research is needed to examine other 4cs competencies, ESD competencies, mastery learning and student's engagement in the Botanical Eco-gamification programKeterampilan kreativitas merupakan salah satu keterampilan esensial untuk menghadapi VUCA World. Peningkatan keterampilan kreativitas mengalami hambatan ketika jumlah siswa di kelas banyak dan kondisi pembelajaran tidak menuntut adanya proses kreatif. Penelitian ini bertujuan utnuk mengukur efektivitas program Botanical Eco-gamification dalam meningkatkan keterampilan kreativitas. Pendekatan penelitian ADDIE digunakan untuk mendesain ulang program Botanical Eco-gamification supaya dapat meningkatkan keterampilan kreativitas. Penelitian ini menghasilkan instrumen tes, e-DKL, dan kuesioner untuk mengukur keterampilan kreativitas pada program yang dimaksud. Instrumen yang dikembangkan teruji valid dan reliabel dalam mengukur keterampilan orisinalitas, pemikiran divergen, pemikiran konvergen dan fleksibilitas mental. Hasil penerapan program menunjukkan keterampilan kreativitas secara umum mengalami peningkatan dari sebelum perlakuan pada kategori cukup (54,2) menjadi kategori baik (71,16) dengan perolehan capaian N-Gain pada kategori sedang (0,37). Mayoritas siswa (55,71%) mencapai mastery learning setelah diberikan perlakuan. Hampir seluruh siswa (76,29%) menyatakan bahwa program baik untuk meningkatkan kemampuan kreativitas. Diperlukan penelitian lebih lanjut untuk mengkaji pengaruh program terhadap kompetensi 4Cs yang lain, kompetensi ESD, penguasaan konsep dan keterlibatan siswa selama menjalani program Botanical Eco-gamification.
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CITATION STYLE
Zidan, Z., Saefudin, S., Kusnadi, K., & Hastika, A. D. (2024). Using Gamification-based Program to Increase Student Creativity Skills in Sustainable Development Topics. Jurnal Penelitian Pendidikan IPA, 10(5), 2603–2611. https://doi.org/10.29303/jppipa.v10i5.6737
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