Keefektifan Permainan Scrabble untuk Meningkatkan Kreativitas Peserta Didik SMP

Main Authors: Arumningtyas, Ria Karunia, Fadhilah, Siti Sutarmi, Muslim, Mudaris
Format: Article info application/pdf eJournal
Bahasa: eng
Terbitan: Universitas Sebelas Maret , 2016
Subjects:
Online Access: http://jurnal.fkip.uns.ac.id/index.php/counsilium/article/view/11067
http://jurnal.fkip.uns.ac.id/index.php/counsilium/article/view/11067/7868
Daftar Isi:
  • The purpose of this research was to examine the effectiveness of group guidance with scrabble games to improve creativity junior high school students. This research used quasi experiment design. The subjects of 62 students that divided into experimental group and control group that depended on matching technique. The data about creative quotient (CQ) score collected using a test named “Tes Kreativitas Verbal” (TKV). The result of independent sample t-test testing for posttest data in experiment group and control group showed that p value=0.000, it means that there was significant difference on posttest’s result between experiment group and control group. The result of paired sample t-test testing for pretest posttest data in experiment group showed p value=0.000, it means that there was significant difference on pretest posttest’s result in experiment group between pretest score and posttest score of experimental group after given group guidance with scrabble games as a treatment. Conclusions from this research was group guidance with scrabble games effective to improve creativity of junior high school students.