Universitas Islam Malang Conference, The 2nd International Conference on Mathematics Education and Technology (ICOMET)

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ADVENTURE MATH GAME BASED ON STEM PROJECT-BASED LEARNING TO IMPROVE STUDENTS' CREATIVE THINKING
Rosita Dwi Ferdiani, Retno Marsitin

Last modified: 2024-01-17

Abstract


This research aims to determine the validity of Android-based adventure media, determine the feasibility of Android-based adventure media, and measure the increase in students' creative thinking. Creative thinking is measured based on aspects of fluency, flexibility and originality. The method in this research is the ADDIE development model, with the research subjects being students in classes VIII A and VIIIB of Al Inayah Purwosari Middle School. Based on the research results, it was found that 1) Based on the recapitulation of the values from the validators, the average result for the three validators was 3.6%. Based on the media validity score table, the Android-based adventure media is declared valid. 2) Based on the questionnaire recapitulation table of student responses in the wide field test, the average result was 3.41%. Based on the media feasibility score table, the Android-based media adventure is declared feasible. 3) Based on the test results to measure students' creative thinking abilities, it can be concluded that there has been an increase in creative thinking from limited field tests to wide field tests.


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