The Effect of Quiz Case Game in Kemp's Model on Creative Thinking and Learning Motivation

This study examines the effect of the Quiz Case game in the Kemp model on students' creative thinking and learning motivation. Using a Quasi-Experimental Design with Nonequivalent (Pretest-Posttest) Control Group Design, 66 students were divided into experimental and control groups (33 each) through purposive sampling. The experimental class used the Quiz Case game, while the control class used Matching Pairs. Data were collected via tests and questionnaires, analyzed with N-gain, Mann-Whitney U, effect size, and Spearman correlation. The experimental class showed higher creative thinking improvement (N-gain 0.68; 68.97%) than the control (0.30; 30.61%). Learning motivation improvement was similar in both classes (0.62 vs. 0.59). Mann-Whitney U indicated significant differences in creative thinking (sig. = 0.000) but not motivation (sig. = 0.346). Spearman correlation showed a strong relationship (r = 0.756). Thus, the Quiz Case game effectively enhances creative thinking and learning motivation.

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Publication Details

Journal
Jurnal Riset Pendidikan Matematika
Published
2025-05-31
DOI
https://doi.org/10.21831/jrpm.v12i1.83585
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
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article

The Effect of Quiz Case Game in Kemp's Model on Creative Thinking and Learning Motivation

Dona Fitriawan, Agung Hartoyo, Hamdani, Ade Mirza et al.
Jurnal Riset Pendidikan Matematika
Mathematics Education and Pedagogy
article

The Effect of Quiz Case Game in Kemp's Model on Creative Thinking and Learning Motivation

Dona Fitriawan, Agung Hartoyo, Hamdani, Ade Mirza, Puput Puput
article en

Abstract

This study examines the effect of the Quiz Case game in the Kemp model on students' creative thinking and learning motivation. Using a Quasi-Experimental Design with Nonequivalent (Pretest-Posttest) Control Group Design, 66 students were divided into experimental and control groups (33 each) through purposive sampling. The experimental class used the Quiz Case game, while the control class used Matching Pairs. Data were collected via tests and questionnaires, analyzed with N-gain, Mann-Whitney U, effect size, and Spearman correlation. The experimental class showed higher creative thinking improvement (N-gain 0.68; 68.97%) than the control (0.30; 30.61%). Learning motivation improvement was similar in both classes (0.62 vs. 0.59). Mann-Whitney U indicated significant differences in creative thinking (sig. = 0.000) but not motivation (sig. = 0.346). Spearman correlation showed a strong relationship (r = 0.756). Thus, the Quiz Case game effectively enhances creative thinking and learning motivation.

Jurnal Riset Pendidikan MatematikaVol. 12(1)
Tanjungpura University (ID)
Openalex Percentile: Top 82%
Mathematics Education and Pedagogy
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