Reshaping technology-based projects and their exploration of creativity
Hena Dian Ayu 1 2 , Sulistyo Saputro 1 * , Sarwanto 1 , Sri Mulyani 1
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1 Universitas Sebelas Maret, Surakarta, INDONESIA2 Universitas PGRI Kanjuruhan, Malang, INDONESIA* Corresponding Author

Abstract

This study explores how reshaping technology-based projects in learning designed using SAMR framework (substitution, augmentation, modification, redefinition) can influence students’ creativity. This research is a mixed method, combining quantitative data and qualitative data. The researcher analyzed the results of the students’ pretest and posttest scores and questionnaires and coded the interviews’ results. The research participants were 175 Indonesian students who took a hybrid learning class. This study uses the results of structural equation modeling to determine the contribution of technology to student creativity. The results showed that the most explored creativity indicator was flexibility and the least explored was elaboration. Based on the level of technology use in the SAMR framework, the modification level has the most influence on students’ creativity, while the substitution level has the least influence. Technology tends to be used as a substitute for traditional learning. Our research shows that the level of technology use in SAMR influences the level of creativity in students’ projects with varying impacts. This study concludes that integrating technology into learning in stages contributes to exploring students’ creativity and automatically increases their mastery of technology.

License

This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Article Type: Research Article

EURASIA J Math Sci Tech Ed, 2023, Volume 19, Issue 1, Article No: em2217

https://doi.org/10.29333/ejmste/12814

Publication date: 07 Jan 2023

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Article Downloads: 679

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