Analisis Keterampilan Berpikir Kreatif Mahasiswa Berdasarkan Gender dalam Penerapan Gamifikasi

Ratna Azizah Mashami

Abstract


This study aimed to describe the creative thinking skills of students based on gender in the application of gamification. This study was a descriptive study using a quantitative approach. The study subjects consisted of 16 students consisting of eight women and eight men. Gamification is the application of game elements in a non-game context. The non-game context in this research was learning in the subject of the development of chemistry learning media. The study instrument used in the form of observation sheets. Creative thinking skills were measured using indicators of fluency, flexibility, originality, and elaboration. The results showed overall male students have higher creative thinking skills than female students. Male students showed the ability to generate many ideas (fluency) and the ability to produce ideas that varied (flexibility) was higher than the ability of female students. The ability of female students to generate new ideas (authenticity) was no different from the ability of male students. Female students have the ability to develop or add ideas so as to produce ideas that are detailed (elaboration) higher than the ability of male students. Among all indicators of creative thinking skills, indicators of originality were included in the low category.

Keywords


creative thinking skills; gender; gamification

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References


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