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Journal : Daengku: Journal of Humanities and Social Sciences Innovation

Effectiveness of project-based learning model on improving critical thinking skills and student creativity Sungkono Sungkono; Firdiawan Ekaputra
Daengku: Journal of Humanities and Social Sciences Innovation Vol. 3 No. 5 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.daengku2063

Abstract

The purpose of this study was to test (1) the effectiveness of the application of the project-based learning model on improving critical thinking skills (2) the effectiveness of the application of the project-based learning model on improving student creativity skills. The subjects used in this study were students who took the class B media script writing course at the Yogyakarta State University Educational Technology Study Program in the 2023/2024 academic year. This research is a quasi-experimental type of research with a one group pretest-posttest scheme design. Data on students' critical thinking skills and creativity were obtained using a questionnaire before and after the application of the project-based learning model in lecture activities. Data on critical thinking skills and student creativity were then tested using paired samples t test. The results of the paired samples t test found critical thinking ability and creativity each showed a value of 0.00. In this study, it can be concluded that (1) the application of the project-based learning model is effective in improving students' critical thinking skills (2) the application of the project-based learning model is effective in improving students' creativity.
The Effectiveness of Team Games Tournament Assisted By Quizizz Application to Increase Student Learning Independence Firdiawan Ekaputra
Daengku: Journal of Humanities and Social Sciences Innovation Vol. 3 No. 6 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.daengku2134

Abstract

The objective of this study was to determine whether team games tournaments supported by the quizizz application improved student learning independence. Students from the Jambi University Chemistry Education Study Program took courses in chemistry mathematics in classes A and B in the 2023/2024 academic year. This study is a quasi-experimental study with a non-equivalent group design, with class A as the control class and class B as the experimental class. A questionnaire was used to collect data on students' learning independence both before and after the team games event that was made possible by the Quizizz application to make sure the data from both groups were homogeneous and normally distributed, the initial independent data from both sample classes were checked for both normality and homogeneity. The independent-samples t test is then used to compare data on students' learning independence before and after the team games tournament with the use of the Quizizz application. A significant value of 0.005 in the independent-samples t test results indicated that there was an increase in student learning independence following the implementation of the team games tournament supported by the Quizizz application. Based on these findings, the study came to the conclusion that enhancing student learning independence might be achieved through the use of the Quizizz app in conjunction with a team games event.