Claim Missing Document
Check
Articles

Found 2 Documents
Search

Identifikasi Kemampuan Berpikir Kreatif (Creative Thinking) Matematika Peserta Didik Kelas VI MI Melalui Model Pembelajaran Collaborative Problem Solving (CPS) pada Materi Bangun Datar Hidayati, Nunik; Eka Sasmita, Febriarsita; Maulana El-Yunussi, Muhammad Yusron
Indo-MathEdu Intellectuals Journal Vol. 7 No. 2 (2026): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i2.5184

Abstract

The purpose of this study was to analyze the mathematical creative thinking abilities of sixth-grade MI students through the Collaborative Problem Solving model of flat shape material as an effort to improve fluency, flexibility, and novelty in problem solving. This research method applies a qualitative approach with a case study design using eight learning groups, namely two heterogeneous groups, two high homogeneous groups, two medium homogeneous groups, and two low homogeneous groups. Data were obtained through problem-solving tests, observations, interviews, focus group discussions, and documentation, which were then analyzed using the Miles and Huberman interactive model, covering the stages of data reduction, data presentation, and conclusion drawing. The research findings show that heterogeneous groups display the most optimal creative thinking abilities because they are able to consistently produce many diverse ideas, strategies, and new solutions. Highly homogeneous groups also showed good creative performance, especially in fluency and novelty, but their strategic flexibility was relatively limited. Moderately homogeneous groups were in the moderately creative category with developing idea variation, while low homogeneous groups produced fewer ideas and strategies. These findings confirm that appropriate grouping in CPS plays an important role in optimizing the development of creative thinking.
Inovasi Pembelajaran: Pengembangan Eco-Explorer Game Terintegrasi SDGS Terhadap Dimensi Bergotong Royong dan Hasil Belajar Kognitif Oktaviani, Juwita; Al-Muhdhar, Mimien Henie Irawati; Rahayu, Sofia Ery; Sueb, Sueb; Setiawan, Deny; Yuhanna, Wachidatul Linda; Hidayati, Nunik; Akbar, Muhammad Iqbal
Jurnal Inovasi Pembelajaran Biologi Vol 7 No 1 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jipb.v7n1.p1-20

Abstract

Learning ecosystem material can be taught in line with efforts to realize the Sustainable Development Goals, one of which is the point of Life on Land. Learning media plays a crucial role in facilitating effective learning and offers advantages, especially in terms of flexibility and interactivity. This development aims to produce a website-assisted learning product, the Eco-Explorer Game, which is effective in improving the dimensions of mutual cooperation and cognitive learning outcomes. The development process follows the Lee & Owens model, which consists of five stages: analysis, design, development, implementation, and evaluation. In the implementation stage, this study used a pre-experimental design with a one-group pretest-posttest technique, with a sample consisting of 36 tenth-grade students at SMAN 1 Singosari. Quantitative data were collected through two main instruments: pretest and posttest scores to measure cognitive learning outcomes, and observation sheets equipped with a quantitative assessment rubric to measure the dimensions of mutual cooperation (collaboration, caring, and sharing). The data analysis technique to measure the improvement of both variables used the N-Gain test. The collected data shows that the game is proven to be effective in improving the dimensions of mutual cooperation and students' cognitive learning outcomes as indicated by the increase in the average achievement results of each indicator both in the dimensions of mutual cooperation (from the initial 56.1 to 88.7) and also cognitive learning outcomes (from the initial 66.8 to 87.7). The N-Gain score obtained from the observation sheet for the dimensions of mutual cooperation shows a high score of 0.7. Furthermore, cognitive learning outcomes show an N-Gain score of 0.62, which is included in the moderate category. Based on these findings, it can be concluded that the Eco-Explorer Game is very effective in improving the dimensions of mutual cooperation of students and is quite effective in improving their cognitive learning outcomes.