Sri Rahayuningsih, K. Kartinah, Muhammad Nurhusain
{"title":"Students’ Creative Thinking Stages in Inquiry-Based Learning: A Mixed-Methods Study of Elementary School Students in Indonesia","authors":"Sri Rahayuningsih, K. Kartinah, Muhammad Nurhusain","doi":"10.17648/acta.scientiae.7612","DOIUrl":null,"url":null,"abstract":"Background : Creative thinking skills significantly affect the learning process's success. Improving higher-order thinking skills requires wise consideration of learning techniques and a commitment to an active and learner-centered learning environment. Objectives : The objective of this research is to explore the creative process of children when playing games using coding skills . Design: This study employed a mixed-methods approach to data collection, combining semi-structured and comparison methods. Setting and Participants : The research sample consisted of 20 five-grade students (twelve boys and eight girls) from SD Negeri 149 Tokinjong, Sinjai Regency. Data collection and analysis : Descriptive statistics and the N-Gain test were used to analyse participants’ creative thinking pre-and post-test scores. Interview analysis was performed through data reduction, data display","PeriodicalId":36967,"journal":{"name":"Acta Scientiae","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Acta Scientiae","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.17648/acta.scientiae.7612","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Multidisciplinary","Score":null,"Total":0}
引用次数: 0
Abstract
Background : Creative thinking skills significantly affect the learning process's success. Improving higher-order thinking skills requires wise consideration of learning techniques and a commitment to an active and learner-centered learning environment. Objectives : The objective of this research is to explore the creative process of children when playing games using coding skills . Design: This study employed a mixed-methods approach to data collection, combining semi-structured and comparison methods. Setting and Participants : The research sample consisted of 20 five-grade students (twelve boys and eight girls) from SD Negeri 149 Tokinjong, Sinjai Regency. Data collection and analysis : Descriptive statistics and the N-Gain test were used to analyse participants’ creative thinking pre-and post-test scores. Interview analysis was performed through data reduction, data display