The teaching and learning process were boring and made students' participation in the classroom learning activities less enthusiastic that could make students' achievement' decreased. The main objective of this study was to analyze the effect of the Problem Based Learning model-based ICT with students' creativity on historical learning achievement. This research was a quasi-experimental study with a factorial design. The samples of this study were 4 classes, and each class consist of 34 students and total 170 students. The instrument used were learning outcome tests in the form of multiple-choice questions and creativity tests in the form of essay questions. The data on this study were analyzed using inferential statistics with the Two Way Anova technique formula. The results of this study obtained Fcount = 28,908 with a significance value of 0,000 less than 0,05, obtained Fcount = 4,623 with a significance value of 0,033 less than 0,05, the obtained Fcount = 6,060 with a significance value of 0,015 less than 0,05. From the result of this study, it can be implied to improve historical learning achievement, problem-based learning models can be used as an alternative model to create an interactive learning environment.
Proses pembelajaran yang membosankan membuat partisipasi siswa dalam kegiatan belajar di kelas kurang antusias sehingga dapat membuat prestasi belajar siswa menurun. Tujuan utama penelitian ini adalah untuk menganalisis pengaruh model pembelajaran berbasis masalah TIK dengan kreativitas siswa terhadap prestasi belajar sejarah. Penelitian ini merupakan penelitian eksperimental semu dengan desain faktorial. Sampel penelitian ini adalah XI - IPA 1, XI - IPA 2, XI - IPA 3, dan XI - IPA 5 yang masing-masing kelas terdiri dari 34 siswa dan total 170 siswa. Instrumen yang digunakan adalah tes hasil belajar berupa soal pilihan ganda dan tes kreativitas berupa soal uraian. Data pada penelitian ini dianalisis menggunakan statistik inferensial dengan Two Way Anova. Hasil penelitian ini diperoleh F-hitung = 28,908 dengan nilai signifikansi 0,000 kurang dari 0,05, diperoleh F-hitung = 4,623 dengan nilai signifikansi 0,033 lebih kecil dari 0,05, diperoleh F-hitung = 6,060 dengan a nilai signifikansi 0,015 lebih kecil dari 0,05. Dari hasil penelitian ini dapat diimplikasikan untuk meningkatkan prestasi belajar sejarah, model pembelajaran berbasis masalah dapat digunakan sebagai model alternatif untuk menciptakan lingkungan belajar yang interaktif.
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