INTERACTIVE LEARNING MODUL (ILM) BERBASIS MASALAH BERIMPLEMENTASI PADA PROJECT MENGGUNAKAN FLIPBOOK

Rani Fajar Wati, Friska Octavia Rosa, Estika Prameswari, O. Oktarina, Intan Sovi Aghnia Qolbi, Sri Arum Mawarni
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Abstract

Current learning requires students to be more interactive and utilize technology in the learning process. Achieving learning goals using technology can be developed by combining learning models and methods, one of which is problem-based learning implemented in projects. The aim of this research is to develop a problem-based Physics Interactive Learning Module (ILM) implemented in a project using a flipbook for students' creative thinking abilities. This research uses the development method with the ADDIE model. The instrument used to measure the level of validity of the instrument uses validation sheets from material and media experts. Meanwhile, the instrument used to measure creative thinking abilities uses an observation sheet. The validation results obtained by material experts and material experts were an average of 83.51% with very valid criteria. The product is then tested to see its effectiveness on creative thinking abilities. The results of the paired sample t test show a significance value of less than 0.05, so it is concluded that there is an influence of the use of ILM on creative thinking.
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以问题为基础的互动学习模块(ILM),利用翻翻书实施项目
当前的学习要求学生在学习过程中更多地参与互动和利用技术。利用技术实现学习目标可以通过结合学习模式和方法来实现,其中之一就是在项目中实施基于问题的学习。本研究的目的是开发一个基于问题的物理互动学习模块(ILM),在项目中使用翻转书来提高学生的创造性思维能力。本研究采用了 ADDIE 模型的开发方法。用于测量工具有效性水平的工具使用了材料和媒体专家提供的验证表。同时,用于测量创造性思维能力的工具使用了观察表。材料专家和媒体专家的验证结果平均为 83.51%,标准非常有效。然后对产品进行测试,以了解其对创造性思维能力的有效性。配对样本 t 检验的结果显示显著性值小于 0.05,因此得出结论,使用 ILM 对创造性思维有影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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审稿时长
4 weeks
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