传统的游戏学习模式培养学生的创造力

Bahtiyar Heru Susanto
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引用次数: 0

摘要

摘要本研究旨在探讨透过传统游戏培养小学生创造力的体育学习模式。本研究设计采用研发methodÂ的六个步骤,即前期研究,初始产品开发,验证和修订,小规模试验,小规模试验,Â和最终产品。这种分析在研究和开发中使用描述性统计分析。试验对象为22名小学生。有研究结果表明,小学生的创造力可以通过有传统游戏的学习模式来发展。衡量学生创造力的四个方面是4P(创造性的人,新闻,创造性的过程,创造性的产品)。每位专家和老师进行的问卷填写结果总体平均为3.58分,因此纳入良好标准。现场试验数据分析结果,即学生学习问卷,平均对应答卷率为89.25%。Â根据已经设定的标准,通过传统游戏开发体育教育学习模式的产品符合标准,可以用于小学生。
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TRADITIONAL GAME LEARNING MODELS TO DEVELOP STUDENT CREATIVITY
The purpose of this study is to develop a model of physical education learning through traditional games to develop creativity in elementary school students. This research is designed using the research and development method  in six steps, namely preliminary studies, initial product development, validation and revision, small-scale trials, small-scale trials,  and the final product. This analysis in research and development uses descriptive statistical analysis. The trial subjects were 22 elementary school students. Has a result of research shows that the creativity of elementary school students can be developed through a learning model in which there are traditional games. The aspects of creativity that are measured in students are 4P (Creative person, Press, Creative process, Creative product). The results of filling out the questionnaire that has been carried out by each expert and teacher obtained an overall average of 3.58, so it is included in the good criteria. The results of analysis of field trial data, namely questionnaires for students on learning, obtained an average percentage of the corresponding answers of 89.25%.  Based on the criteria that have been set, the product of developing a physical education learning model through traditional games has met the criteria so that it can be used for elementary school students.
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来源期刊
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发文量
15
审稿时长
16 weeks
期刊最新文献
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