Efektivitas Permainan Kelompok Dalam Mengembangkan Kreativitas Siswa Sekolah Dasar (Penelitian Eksperimen Kuasi di Kelas IV SD Tahun Ajaran 2017/2018)

Yana Nuryana, Ani Hendriani, Arie Rakhmat Riyadi

Abstract


This research is directed to investigate the effectiveness of group play in developing the creativity of elementary school fourth graders who marked aspects of fluency, flexibility, and authenticity. It is motivated by learning practices in Indonesia generally, tend to emphasize the memorization and find the right answers to the questions given. In addition, the student also tends to mimic something exemplified either by friend or teacher. A student is rarely stimulated to see a problem from various viewpoints or to provide alternatives to the resolution of an issue, so that students convergent thinking. Based on this, a student will experience the pressure load greater learning and demands for convergent thinking (problem-solving provide the correct answer), thus undermining the potential creativity of the students. One effort that can be done to overcome these problems, by implementing group strategy game, (1) experience, (2) identify, (3) analyze, and (4) generalize. This study uses a quantitative approach with the quasi experimental design method nonequivalent control group design. The results showed that the application of group games could contribute as much as 41.6% in enhancing the creativity of the students. It was concluded that the game group proved useful in developing students creativity.


Keywords


creativity, play groups, quasi experimental, and effectiveness.

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DOI: https://doi.org/10.17509/jpgsd.v4i2.20551

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