Authors :
Berda Asmara; Mustaji; Mochamad Nursalim
Volume/Issue :
Volume 10 - 2025, Issue 4 - April
Google Scholar :
https://tinyurl.com/39b7v4bt
Scribd :
https://tinyurl.com/mvksnwck
DOI :
https://doi.org/10.38124/ijisrt/25apr1233
Google Scholar
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Abstract :
Project-Based Blended Learning (PjBBL) integrates project-based learning with a combination of face-to-face
and online learning environments. This model aims to improve critical thinking, creativity, collaboration, and
communication skills by engaging students in real-world projects while utilizing digital technology. The study’s objectives
were to (1) develop a valid PjBBL model to enhance collaboration and creativity skills in creating digital educational
games, (2) ensure its practicality, and (3) demonstrate its effectiveness. Using the Research and Development (R&D)
methodology with the Dick & Carey (2015) model, this study involved 38 students from the Early Childhood Teacher
Education Program at Universitas Nahdlatul Ulama Surabaya. Participants were divided into control and experimental
groups, and data were collected through observations, questionnaires, and tests. Statistical analysis, including the Paired
T-test and Wilcoxon test, revealed that the PjBBL model significantly improved students’ collaboration and creativity
skills, with a t-value of 2.85 (p-value = 0.032). The study showed that the PjBBL model was more effective than
conventional teaching methods in fostering teamwork, creativity, and innovative thinking. The PjBBL model was found to
be valid, practical, and effective in enhancing collaboration and creativity, with moderate to high improvement in
students' skills. This research contributes a novel, validated model that supports student learning in creating digital
educational games through project-based blended learning
Keywords :
PjBBL, Collaboration Skills, Creativity, Digital Educational Games.
References :
- Bender, W. N. (2021). Project-Based Learning: Differentiating Instruction for the 21st Century. Thousand Oaks, CA: Corwin Press.
- Bonk, C. J., & Graham, C. R. (Eds.). (2012). The Handbook of Blended Learning: Global Perspectives, Local Designs. San Francisco, CA: Pfeiffer Publishing.
- Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning: A natural formula for connecting formal and informal learning. The Internet and Higher Education, 15(1), 3–8.
- Dick, W., & Carey, L. (2015). The Systematic Design of Instruction (8th ed.). Boston: Pearson.
- Dillenbourg, P. (1999). Collaborative Learning: Cognitive and Computational Approaches. Oxford: Pergamon.
- Filsaime, D. K. (2020). Teaching Creativity in the Classroom: Strategies for Developing Innovation Skills. Alexandria, VA: ASCD.
- Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy (2nd ed.). New York: Palgrave Macmillan.
- Graham, C. R. (2006). Blended Learning Systems: Definition, Current Trends, and Future Directions. In C. J. Bonk & C. R. Graham (Eds.), The Handbook of Blended Learning (pp. 3–21). San Francisco, CA: Pfeiffer.
- Islam, M. N., & Sarker, A. R. (2022). The impact of project-based learning on collaboration and creativity: A quasi-experimental study. International Journal of Instruction, 15(1), 109–126.
- Johnson, D. W., & Johnson, R. T. (2014). Cooperation and the Use of Technology. In D. Jonassen (Ed.), Handbook of Research on Educational Communications and Technology (pp. 785–812). New York: Routledge.
- Joyce, B., Weil, M., & Calhoun, E. (2015). Models of Teaching (9th ed.). Boston, MA: Pearson.
- Kaufman, J. C., & Sternberg, R. J. (Eds.). (2019). The Cambridge Handbook of Creativity (2nd ed.). Cambridge: Cambridge University Press.
- Kilbane, C. R., & Milman, N. B. (2014). Teaching Models: Designing Instruction for 21st Century Learners. Upper Saddle River, NJ: Pearson Education.
- Prensky, M. (2010). Teaching Digital Natives: Partnering for Real Learning. Thousand Oaks, CA: Corwin.
- Runco, M. A., & Jaeger, G. J. (2012). The standard definition of creativity. Creativity Research Journal, 24(1), 92–96.
- Sastradiharja, S., & Febriani, R. (2023). Implementasi project-based learning dalam peningkatan kemampuan kreativitas mahasiswa. Jurnal Pendidikan Inovatif, 11(2), 45–58.
- Torrance, E. P. (1974). Torrance Tests of Creative Thinking: Norms-Technical Manual. Lexington, MA: Ginn & Company.
- Trilling, B., & Fadel, C. (2009). 21st Century Skills: Learning for Life in Our Times. San Francisco, CA: Jossey-Bass.
Project-Based Blended Learning (PjBBL) integrates project-based learning with a combination of face-to-face
and online learning environments. This model aims to improve critical thinking, creativity, collaboration, and
communication skills by engaging students in real-world projects while utilizing digital technology. The study’s objectives
were to (1) develop a valid PjBBL model to enhance collaboration and creativity skills in creating digital educational
games, (2) ensure its practicality, and (3) demonstrate its effectiveness. Using the Research and Development (R&D)
methodology with the Dick & Carey (2015) model, this study involved 38 students from the Early Childhood Teacher
Education Program at Universitas Nahdlatul Ulama Surabaya. Participants were divided into control and experimental
groups, and data were collected through observations, questionnaires, and tests. Statistical analysis, including the Paired
T-test and Wilcoxon test, revealed that the PjBBL model significantly improved students’ collaboration and creativity
skills, with a t-value of 2.85 (p-value = 0.032). The study showed that the PjBBL model was more effective than
conventional teaching methods in fostering teamwork, creativity, and innovative thinking. The PjBBL model was found to
be valid, practical, and effective in enhancing collaboration and creativity, with moderate to high improvement in
students' skills. This research contributes a novel, validated model that supports student learning in creating digital
educational games through project-based blended learning
Keywords :
PjBBL, Collaboration Skills, Creativity, Digital Educational Games.