Developing Curiosity Based Project Learning Model
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Abstract
This study aims to develop a learning model that can trigger or increase student curiosity. The design of this research stage uses ADDIE. The validity analysis was conducted by the validation of five validators on the construct aspect of Aiken's model 0849, the quality of the model content 0.803, lecture program unit 0.73, textbook 0.79, lecturer's guidebook 0.86, student guidebook 0.85 and research instrument 0.87. Practicality tests were conducted on lecturers and students resulting in scores of 89.3 and 86.1. The effectiveness test was measured in the cognitive, affective and psychomotor domains. The results of the effectiveness test on the cognitive domain obtained the results of the difference in learning outcomes between the experimental and control classes of 78 and 82. In the affective domain, students' curiosity was measured in four variables of pay attention, take notes, asking and comparing. All variables have a significance value <0.05. In the psychomotor domain, measurements were taken and the control class had an average score of 65 and the experimental class had a score of 88.28.