Implementasi Pembelajaran Inkuiri Terbimbing Berbasis Information Technologi (IT) Untuk Meningkatkan Kreativitas Dan Hasil Belajar Siswa

Indra Hernawan, S. Sulistyono, Mulyati Sarifin
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Abstract

This study aimed to obtain comparative increase in the creativity of the students who get a guided inquiry learning with students getting conventional learning. The method used is a quasi experiment conducted on students in one elementary school in Indramayu, West Java province with a number of 32 students. The research data was collected through a written test (posttest), observation, and questionnaire responses of teachers and students on the use of virtual simulation media in guided inquiry learning. Learning model inquiry guided to a class experiment, which lasted for three meetings, and begins with the initial tests and ends with a final test showed that there were differences in the ability of the creativity of students in both classes with a mean final test students' creativity 83.64 for an experimental class and the average class before 53.54 , Conclusions drawn based on the results of data processing and analysis using statistical Mc Nemar: 6.604, to the achievement of creative abilities of students obtained results that increase the ability of creativity of students in the experimental class with previous classes differ significantly. So that the application of guided inquiry learning model with the approach of inquiry on the subject of breathing in humans can be further increased kankarakter creativity and student learning outcomes compared with conventional learning. Most of the students are motivated to take an active role in the learning process, and wants Application of IT-based guided inquiry models that could be applied to other biological materials. Thus the adoption of the model IT-based guided inquiry can effectively enhance the creativity and student learning outcomes and provide a positive stimulus for students to learn biology Keywords : Based guided inquiry, Information Technologi �(IT)�This study aimed to obtain comparative increase in the creativity of the students who get a guided inquiry learning with students getting conventional learning. The method used is a quasi experiment conducted on students in one elementary school in Indramayu, West Java province with a number of 32 students. The research data was collected through a written test (posttest), observation, and questionnaire responses of teachers and students on the use of virtual simulation media in guided inquiry learning. Learning model inquiry guided to a class experiment, which lasted for three meetings, and begins with the initial tests and ends with a final test showed that there were differences in the ability of the creativity of students in both classes with a mean final test students' creativity 83.64 for an experimental class and the average class before 53.54 , Conclusions drawn based on the results of data processing and analysis using statistical Mc Nemar: 6.604, to the achievement of creative abilities of students obtained results that increase the ability of creativity of students in the experimental class with previous classes differ significantly. So that the application of guided inquiry learning model with the approach of inquiry on the subject of breathing in humans can be further increased kankarakter creativity and student learning outcomes compared with conventional learning. Most of the students are motivated to take an active role in the learning process, and wants Application of IT-based guided inquiry models that could be applied to other biological materials. Thus the adoption of the model IT-based guided inquiry can effectively enhance the creativity and student learning outcomes and provide a positive stimulus for students to learn biology.
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基于信息技术的孵化学(IT)的实施促进了学生的创造力和学习成果
本研究的目的是获得引导式研究性学习的学生与常规学习的学生在创造力方面的比较增长。所使用的方法是对西爪哇省因德拉马尤一所小学的32名学生进行的准实验。研究数据通过笔试(后测)、观察和教师和学生对虚拟模拟媒体在引导探究学习中的使用的问卷调查来收集。以学习模式探究为导向的班级实验,持续了三次会议,从初测开始,到期末测试结束,两个班学生的创造力能力存在差异,期末测试中,实验班学生的创造力平均为83.64,而之前的班级学生的创造力平均为53.54,根据统计Mc Nemar数据处理和分析结果得出结论:6.604、对学生创造能力的成就所获得的结果表明,实验班学生创造能力的提高与以往班级有显著差异。因此,与传统学习相比,以人类呼吸为主题的研究性学习模式的应用可以进一步提高学生的创造力和学习效果。大多数学生都希望在学习过程中发挥积极的作用,并希望应用基于it的指导探究模式,这种模式可以应用于其他生物材料。因此,采用基于信息技术的导探究模式可以有效地提高学生的创造力和学习成果,为学生学习生物学提供积极的刺激。关键词:基于信息技术的导探究,本研究旨在获得导探究学习的学生与常规学习的学生在创造力方面的比较增长。所使用的方法是对西爪哇省因德拉马尤一所小学的32名学生进行的准实验。研究数据通过笔试(后测)、观察和教师和学生对虚拟模拟媒体在引导探究学习中的使用的问卷调查来收集。以学习模式探究为导向的班级实验,持续了三次会议,从初测开始,到期末测试结束,两个班学生的创造力能力存在差异,期末测试中,实验班学生的创造力平均为83.64,而之前的班级学生的创造力平均为53.54,根据统计Mc Nemar数据处理和分析结果得出结论:6.604、对学生创造能力的成就所获得的结果表明,实验班学生创造能力的提高与以往班级有显著差异。因此,与传统学习相比,以人类呼吸为主题的研究性学习模式的应用可以进一步提高学生的创造力和学习效果。大多数学生都希望在学习过程中发挥积极的作用,并希望应用基于it的指导探究模式,这种模式可以应用于其他生物材料。因此,采用基于it的指导性探究模式可以有效地提高学生的创造力和学习效果,为学生学习生物学提供积极的刺激。
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