The Influence of Traditional Games-Based and Scientific Approach-Oriented Thematic Learning Model toward Creative Thinking Ability

 Sekar Purbarini Kawuryan, Woro Sri Hastuti, Supartinah Supartinah


This study aims at determining the effect of traditional games-based and scientific approach-oriented thematic learning model toward creative thinking ability. The population of the study was all of the fourth-grade students of the elementary school in Gugus Mergangsan which amounted to 265 children. The sample of the research were the elementary students coming from 2 different schools, but have the same criteria, ie the characteristics of students were relatively homogeneous, the whole school has been used the Curriculum 2013, the similarity of available facilities, both private and public status. The sampling technique was done by cluster random sampling. Technique of collecting data using observation sheet and test. Data were analyzed using t test. The results show that the significance value of independent test t count is 0.004 < t table 0.05. Therefore, the post-test score as a result of the learning in the experimental class has a significant difference compared to the control class. Thus it can be concluded that traditional games-based and scientific approach-oriented thematic learning model proved to significantly contribute to improving students' creative thinking ability.

Pengaruh Model Pembelajaran Tematik Berbasis Permainan Tradisional dan Scientific Approach Terhadap Kemampuan Berpikir Kreatif

Abstrak:  Penelitian  ini  bertujuan  untuk  mengetahui  pengaruh  model  pembelajaran  tematik  berbasis permainan tradisional dan berorientasi scientific approach terhadap kemampuan berpikir kreatif siswa SD.  Populasi  penelitian  adalah  seluruh  siswa  kelas  IV  sekolah  dasar  di  Gugus  Mergangsan  yang berjumlah 265 anak. Sampel penelitiannya adalah siswa SD yang berasal dari 2 sekolah yang berbeda, tetapi  memiliki  kesamaan  kriteria,  yaitu  karakteristik  siswa  relatif  homogen,  keseluruhan  sekolah telah menggunakan Kurikulum 2013, kesamaan fasilitas yang tersedia, baik berstatus swasta maupun negeri. Teknik pengambilan sampel dilakukan secara cluster random sampling. Teknik pengumpulan data  menggunakan  lembar  observasi  keterlaksanaan  model  dan  tes.  Data  dianalisis  menggunakan ttest.  Hasil  penelitian  menunjukkan  bahwa  nilai  signifikansi  uji  independen  tttest  diperoleh  thitung sebesar  0.004<ttabel  0.05.  Oleh  karena  itu,  nilai  post-test  sebagai  hasil  dari  pembelajaran  di  kelas eksperimen memiliki perbedaan yang signifikan dibandingkan dengan kelas kontrol. Dengan demikian dapat disimpulkan bahwa model pembelajaran tematik berbasis permainan tradisional dan berorientasi scientific  approach  terbukti  secara  signifikan  memiliki  kontribusi  terhadap  peningkatan  kemampuan berpikir kreatif siswa.

Kata Kunci: model pembelajaran tematik, permainan tradisional, scientific approach, kemampuan berpikir kreatif


thematic learning model; traditional games; scientific approach; creative thinking ability

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