PENINGKATAN KREATIVITAS MAHASISWA MELALUI PEMBELAJARAN SEJARAH BERBASIS ANIMASI TRAVEL MAP
DOI:
https://doi.org/10.31764/paedagoria.v15i1.20125Keywords:
Travel Maps, Project Based Learning, Sejarah IndonesiaAbstract
Abstrak: Tujuan penelitian ini menerapkan metode Project Based Learning) pada mata kuliah Pengantar Sejarah Indonesia, dan meningkatkan kreativitas mahasiswa. Metode penelitian menggunakan Classroom Action Research. Subjek penelitian melibatkan mahasiswa yang mengambil mata kuliah Pengantar Sejarah Indonesia. Penelitian ini dirancang dalam 3 (tiga) siklus yang mana pada tiap siklus terbagi menjadi empat kegiatan, yaitu: Perencanaan, Pelaksanaan Tindakan, Observasi dan Evaluasi, serta Analisis dan Refleksi. Hasil penelitian membuktikan Pembelajaran Sejarah Berbasis Animasi Travel Maps Filmora Terintegrasi Project Based Learning terbukti efektif dalam meningkatkan kreativitas mahasiswa. Pada siklus I skor rata- rata kreativitas mahasiswa yakni 75,5. Pada siklus yang kedua skor rata-rata kreativitas mahasiswa yakni 79,9. Skor rata-rata tingkat kreativitas mahasiswa mengalami peningkatan yang signifikan pada siklus ke-III yakni 101,6. Skor rata-rata kreativitas mahasiswa ini masuk dalam kategori “tinggiâ€, dan melebihi target yang diberikan yakni rerata lebih dari 80. Sehingga penelitian tindakan kelas setelah dilaksanakan Siklus-III dapat dikatakan “berhasilâ€. Abstract: The aim of this research is to implement Project-Based Learning method in the Introduction to Indonesian History course. The goal is to enhance students' creativity. The research methodology employed is classroom action research. The study involved students who took the Introduction to Indonesian History course. It was designed in three cycles, each consisting of four activities: Planning, Action Implementation, Observation and Evaluation, and Analysis and Reflection. The results demonstrate that History Learning Based on Animation Travel Maps Filmora Integrated Project Based Learning is an effective method for enhancing student creativity. In the first cycle, students' average creativity score was 75.5. In the second cycle, it increased to 79.9. The third cycle saw a significant increase in the average creativity score to 101.6, which is categorized as 'high' and exceeds the target of an average score of 80. Therefore, the class action research after Cycle-III can be considered successful.References
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