Sri Nuraini, Feby Inggriyani, Joni Albar, Fitri Yanti Muchtar, Noviea Varahdilah Sandi, Rezaki, Arita Marini
Purpose: This research aims to produce game-based interactive learning media that positively impacts students' creative thinking skills in physical education courses. Methodology This research was conducted with fourth-grade students at the elementary schools of Koja Sub-District in North Jakarta with a sample using the Slovin formula of 80 students asked to fill out a questionnaire using experimental research methods. The collected data were analyzed using a normality test, homogeneity test and t-test. Findings The normality test using Kolmogorov-Smirnov showed that p = 0.200 > 0.05, suggesting the data have a normal distribution. The homogeneity test showed that the significant value increased 0.071 larger than 0.05, showing that the tested data were homogeneous. Based on 80 students who had filled out the questionnaire, the results of the t-test displayed that Sig. (2-tailed) had a value equal to 0.000, which was less than 0.05. It showed that multimedia game-based learning positively impacted student creativity use in education. Implications to Research and Practice This research contributed to the digitization of elementary schools through technology in the teaching and learning process. © 2023 Ani Publishing Ltd. All rights reserved.
Universitas Negeri Jakarta, Indonesia; Universitas Pasundan, Indonesia; Sekolah Tinggi Keguruan dan Ilmu Pendidikan Melawi, Indonesia; Universitas Muhammadiyah Makassar, Indonesia; Universitas Peradaban, Indonesia
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