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Pengaruh Metode Project Based Learning Terhadap Peningkatan Kreativitas Dan Inovatif Siswa Kelas X SMA Negeri 3 Sibolga Ferawati Artauli Hasibuan; Tetti Hasibuan
Ta'rim: Jurnal Pendidikan dan Anak Usia Dini Vol. 4 No. 1 (2023): Februari : Jurnal Pendidikan dan Anak Usia Dini
Publisher : Sekolah Tinggi Agama Islam Yayasan Pendidikan Ilmu Qur'an Baubau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (165.092 KB) | DOI: 10.59059/tarim.v4i1.90

Abstract

Tujuan dari penelitian ini adalah untuk mengetahui pengaruh penerapan metode project based learning terhadap peningkatan kreativitas dan inovatif siswa kelas X SMA Negeri 3 Sibolga pada pokok bahasan dinamika gerak. Metode penelitian ini menggunakan metode eksperimen. Dari hasil analalisis data diperoleh kesimpulan bahwa terdapat perbedaan tingkat kreativitas dan inovatif siswa antara kelas kntrol dan kelas eksperimen. Pada kelas eksperimen, siswa dalam menyelesaikan soal-soal fisika memiliki kreativitas dan inovatif yang lebih tinggi daripada kelas kontrol. Berdasarkan hasil observasi, tingkat aktivitas siswa selama proses pembelajaran berlangsung melalui metode project based learning berada pada kategori baik dengan rata-rata skor di atas 70. Penerapan project based learning berpengaruh signifikan terhadap peningkatan kreativitas dan inovatif siswa pokok bahasan dinamika gerak dimana ttabel < dari thitung yaitu 1,64 < 3,27.
Efektivitas Pembelajaran STEAM Berbasis PJBL Dalam Meningkatkan Kreativitas Mahasiswa Teknik Sipil Mata Kuliah Mekanika Fluida Dan Hidrolika Ferawati Artauli Hasibuan; Tetti Hasibuan
Concept: Journal of Social Humanities and Education Vol. 2 No. 3 (2023): September : Concept: Journal of Social Humanities and Education
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/concept.v2i3.547

Abstract

The development of increasingly sophisticated technology requires every individual to be able to understand and apply this technology in everyday life. For this reason, higher creativity is needed in order to be able to think creatively in discovering new things, be it new methods or works and especially being able to solve the problems at hand. Thus, in lectures every student is required to be able to understand lecture material well so that it can be practiced in his life later. One of the methods used to solve this problem, in this study, will be learning using the STEAM method through Project Based Learning (PjBL) for students in semester II (two) of the civil engineering study program. PjBL-based STEAM learning is expected to foster student creativity, especially in creating new works through a project being worked on. The purpose of this study was to find out how effective the use of the PjBL-based STEAM learning method was at the student level, and to find out how student creativity was after the action, whether it increased or not. The research method used is the class action method. Based on the results of the study, it was concluded that the application of the PjBL-based STEAM learning method was feasible for use in the learning process and it was suggested that it could be implemented for further learning. Student creativity has increased through the application of STEAM. This can be seen from the increase in the percentage of student skills for each component observed, namely 12.38% from cycle I in the fairly good category to cycle II in the good category.