Learning Management Model on “The adventure of Sinsai” of Grade 10 Students by Using Creativity-Based Learning and Educational Board game.
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Abstract
This research aimed: 1) To invent the board game "The Adventure of Sinsai". 2) To develop learning management in The Adventure of Sinsai by using Creativity-Based Learning and Educational Board games to enhance Grade 10 Students and 3) to study the student's satisfaction towards the learning management. The participants were 25 students from grade 10 during the second semester of the 2023 academic year. The research methodology was classroom action research with 3 action cycles and took 8 hours to study. The tools for this study consist of 1) Learning Management Evaluation. 2) Satisfaction Survey of the participants for using Creativity-Based Learning and Educational Board games. The data were analyzed by content analysis and using average, percentage, and standard deviation.
The results of the study showed that:
1) The result of the development of learning management in The Adventure of Sinsai by using Creativity-Based Learning and Educational Board games to enhance Grade 10 Students. The teacher should prioritize the Arousing the interest step because it is the first and the most important step that causes the learning process in students by themself through the Teamwork process. Besides, they could adapt the knowledge to be used in their daily life. Creativity-Based Learning and Educational Board game method can help students develop their learning skills increased from Cycle I, Cycle II, and Cycle III sequentially. The students received an average score of 8.38 from the evaluation. According to the evaluation, the result is considered Good by the specified standard.
2) The satisfaction result of the development of learning management in The Adventure of Sinsai by using Creativity-Based Learning and an Educational Board game to enhance Grade 10 total of 25 students showed that most of the students had the satisfaction rate at the highest level (X= 4.71)
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