The Impact of Interactive Media with Problem-Based Learning on Student’s Mathematical Creative Thinking Ability in Terms of Self-Efficacy

Authors

  • Arbingatu Rahmawati Institut Agama Islam Negeri Curup, Indonesia
  • Mutia Institut Agama Islam Negeri Curup, Indonesia
  • Syaripah Institut Agama Islam Negeri Curup, Indonesia

DOI:

https://doi.org/10.31949/th.v11i2.17564

Abstract

Mathematical creative thinking ability is an essential skill to be developed in 21st-century learners. However, observations indicate that this ability is still relatively low, as students tend to produce limited, less original, and less detailed ideas. One of the approaches that can be applied to improve creative thinking ability is Problem Based Learning (PBL) assisted by interactive media. This study aims to examine the effect of the PBL model integrated with Google Sites interactive media on students’ mathematical creative thinking ability in terms of their self-efficacy levels. This research employed a quasi-experimental method with a 2x3 factorial design. The subjects were eighth-grade students of SMP IT Rabbi Radhiyya in the academic year 2024/2025. The sample was determined using purposive sampling: class VIII.A was designated as the experimental group, which received instruction with the interactive Google Sites-based PBL model, and class VIII.C was designated as the control group, which received PBL instruction without the interactive media. The instruments used were a mathematical creative thinking test and a self-efficacy questionnaire. Data were analyzed using two-way ANOVA. The findings revealed significant differences in mathematical creative thinking ability between students taught with PBL using Google Sites interactive media and those taught with PBL without interactive media. Furthermore, differences were also found based on students’ self-efficacy levels (high, medium, low). However, no interaction was found between the learning model and self-efficacy levels on students’ mathematical creative thinking ability.

Keywords:

Problem Based Learning, Interactive Media Learning, Google Site, Mathematical Creative Thinking, Self-Efficacy

Downloads

Download data is not yet available.

References

A Rahman, & T. (2022). Media interaktif berbasis aplikasi digital dalam pembelajaran matematika: Dampak pada efikasi diri dan berpikir kreatif. Jurnal Teknologi Pendidikan.

A.A Ziden, E. A. (2011). The impact of interactive media on learning performance. Turkish Online Journal of Educational Technology.

Anggoro, B. S. (2015). Pengembangan modul matematika dengan strategi problem solving untuk mengukur tingkat kemampuan berpikir kreatif matematis siswa. Jurnal Pendidikan Matematika.

Arindra. (2021). Penerapan media Webquest berbasis Google Sites dalam pembelajaran masa pandemi Covid-19 di MI Bilingual Roudlotul Jannah Sidoarjo. Jurnal Bidang Pendidikan Dasar.

Arsyad, A. (2011). Media pembelajaran. Jakarta: Raja Grafindo Persada.

Asri, M. S., & Sanusi, A. S. (2020). Kemampuan berpikir kreatif matematis dengan menggunakan education game berbantuan Android pada barisan dan deret. Jurnal Pendidikan Matematika.

Azizah, M. A. (2020). Pembelajaran tematik SD/MI. Jakarta: Kencana.

Uno, H. B., & Nurdin, M. (2015). Belajar dengan pendekatan PAIKEM. Jakarta: Bumi Aksara.

Bandura, A. (1997). Self-efficacy: The exercise of control. New York: W.H. Freeman.

Bhoke, P. A. (2018). Pengaruh model problem-based learning terhadap hasil belajar matematika. Journal of Education.

Darusman, R. (2014). Penerapan metode mind mapping (peta pikiran) untuk meningkatkan kemampuan berpikir kreatif matematik siswa SMP. Jurnal Ilmiah Program Studi Matematika STKIP Siliwangi Bandung.

Daryanto. (2016). Media pembelajaran. Yogyakarta: Gava Media.

Dini, D. I. A., & Ansori, A. B. (2017). Penerapan model POM untuk meningkatkan kinerja dan kemampuan berpikir kritis siswa SMA. Jurnal Pendidikan dan Pembelajaran Biologi.

Dkk, M. H. (2021). Media pembelajaran. Klaten: Tahta Media Group.

Edison, A. (2021). Model problem-based learning solusi meningkatkan prestasi belajar. Lombok Tengah: Pusat Pengembangan Pendidikan dan Penelitian Indonesia.

Hendriana, H., Rohaeti, E. E., & Sumarmo, U. (2017). Hard skill dan soft skills matematik siswa. Bandung: Refika Aditama.

Hosnan. (2014). Pendekatan saintifik dan kontekstual dalam pembelajaran abad 21. Bogor: Ghalia Indonesia.

Indonesia, K. P. (2020). Panduan penggunaan Google Sites untuk pembelajaran online. Jakarta: Kemdikbud.

Indrajid, A. B. (2023). Problem based learning. Yogyakarta: Andi.

Lestari, K. E., & Yudhanegara, M. R. (2017). Penelitian pendidikan matematika. Bandung: Refika Aditama.

Marliani, N. (2015). Peningkatan kemampuan berpikir kreatif matematis siswa melalui model pembelajaran Missouri Mathematics Project (MMP). Jurnal Formatif, 5(1), 21.

Masita, F. N. (2022). Pengembangan pembelajaran matematika. Yogyakarta: Nas Media Pustaka.

Maulidy, G. M. (2022). Implementasi LKPD berorientasi mind mapping pada materi redoks untuk meningkatkan kemampuan berpikir kreatif. UNESA Journal of Chemical Education, 11(3), 177–185.

Mayer, R. E. (2009). Multimedia learning: Principles for effective design. Cambridge: Cambridge University Press.

Munandar, U. (2009). Pengembangan kreativitas anak berbakat. Jakarta: Rineka Cipta.

Nugroho, H. (2020). Pengaruh self-efficacy terhadap efektivitas pembelajaran berbasis media interaktif. Jurnal Psikologi Pendidikan.

Pajares, F. (2002). Overview of social cognitive theory and of self-efficacy. Emory University.

Pratama, F., & Yulianti, S. (2020). Peningkatan kemampuan berpikir kreatif melalui media interaktif. Jurnal Inovasi Pendidikan.

Heinich, R., Molenda, M., Russell, J., & Smaldino, S. (2002). Instructional media and technologies for learning. New Jersey: Merrill Prentice Hall.

Ardianti, R., & Susanto, E. (2022). Problem-based learning: Apa dan bagaimana. Diffraction, 3(1), 27–35.

Setyowati, E. (2020). Pengaruh penggunaan multimedia interaktif terhadap pemahaman konsep dalam pembelajaran matematika di MTs Darul Ulum Muhammadiyah Galur. Jurnal Intersections, 5(2), 32.

Sinaga, S. J. (2020). Perbedaan kemampuan koneksi matematik dan berpikir kreatif dengan discovery learning dan direct instruction. SEPREN: Journal of Mathematics Education and Applied, 1(2), 16–27.

Sontani, A. A. (2016). Upaya meningkatkan kemampuan berfikir analitis melalui model problem-based learning (PI). Jurnal Pendidikan Manajemen Perkantoran, 1(1), 38.

Suparman, A. (2014). Desain instruksional modern. Jakarta: Erlangga.

Syarifah. (2022). Model problem-based learning dan pembentukan kelompok sosial. Bekasi: Mikro Media Teknologi.

Widiasmoro, E. (2017). Strategi dan metode mengajar siswa di luar kelas (outdoor learning: Secara aktif, kreatif, inspiratif, dan komunikatif). Yogyakarta: Ar-Ruzz Media.

Wijaya, A. (2012). Pendidikan matematika realistik: Suatu alternatif pendekatan pembelajaran matematika. Yogyakarta: Graha Ilmu.

Wijayanti, R. (2019). Pengaruh media interaktif berbasis animasi terhadap kemampuan berpikir kreatif matematis siswa. Jurnal Pendidikan Matematika, 4(1), 25–34.

Downloads

Abstract Views : 5
Downloads Count: 0

Published

2026-05-29

How to Cite

Rahmawati, A., Mutia, & Syaripah. (2026). The Impact of Interactive Media with Problem-Based Learning on Student’s Mathematical Creative Thinking Ability in Terms of Self-Efficacy. Jurnal THEOREMS (The Original Research of Mathematics), 11(2), 90–99. https://doi.org/10.31949/th.v11i2.17564