Implementation of game-based learning in vibration and wave puzzle to increase students’ interest and motivation in physics learning

Hari Agusasi Pramesti, Adhi Harmoko Saputro

Abstract


The purpose of this study is to describe how the implementation of learning with the STEM-integrated problem-based learning model can increase student creativity. This study used a quantitative method with a pre-experimental design in the form of a one group pre-test post-test design which was carried out in one of the high schools in Sumedang Regency. The sample in this study were 43 students in class X MIPA at the school. The sampling technique used is purposive sampling. The data collection instrument used to measure student creativity is the CPAC test which consists of 8 statements related to act and flow aspects given during the pre-test and post-test, and student creativity observation sheets to observe the emergence of student creativity during learning. which includes aspects of flexibility, fluency, originality, elaboration, and clarification. In this study, learning was carried out using a problem-based learning model by integrating STEM elements in momentum and impulse topic. The results showed that the increase in students' creativity based on the results of the n-gain analysis of the pre-test and post-test scores was 0.433 which was in the moderate criteria in the act and flow aspects, and with good criteria in the aspects of flexibility, fluency, originality, elaboration, and clarification with a percentage of 77.56%. So based on the analysis of the findings in the research, the application of the STEM- integrated problem-based learning model can increase students’ creativity.

Keywords


Game-based Learning; Learning Motivation; Puzzle; Vibration and Wave

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References


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DOI: https://doi.org/10.17509/wapfi.v10i1.79371

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