DEVELOPING A CREATIVE THINKING COMIC FOR LEARNING GEOMETRY
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Abstract
This study explores the development of a creative thinking comic on flat-sided geometric solids as a learning medium for 8th grade students. The comic was developed using the 4D model, which consists of the stages: Define, Design, Develop, and Disseminate. However, only the Define, Design, and Develop stages were carried out in the creation process of this creative thinking comic. In the Define stage, development needs were identified by analyzing student characteristics, reviewing the curriculum, and determining learning outcome indicators. The Design stage involved creating the initial prototype of the comic, including storyline development, visual design, and interactive elements. The comic features content related to flat-sided geometric solids presented through stories connected to students’ daily lives, along with practice questions aimed at fostering creative thinking skills. During the Develop stage, experts validated the comic and its supporting instruments, assessing validity, practicality, and effectiveness. Revisions led to the final version of the creative thinking comic. Expert reviews confirmed its suitability, and teacher and student feedback were highly positive, with scores in the "very good" category. Student achievement results showed an average score of 14.48, classified as high.
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Siswanto, R. D., Kusumah, Y. S., Dasari, D., & Juandi, D. (2025). DEVELOPING A CREATIVE THINKING COMIC FOR LEARNING GEOMETRY. Kalamatika: Jurnal Pendidikan Matematika, 10(1), 1-14. https://doi.org/10.22236/KALAMATIKA.vol10no1.2025pp1-14
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Siswanto, R. D., Hilda, A. M., & Azhar, E. (2019). Development Combinatorics Realistic Mathematics Education Application based on the Android Mobile. International Journal of Innovation, Creativity and Change, 5(6), 123–140. https://www.ijicc.net/images/vol5iss6/5612_Siswanto_2019_E_R.pdf
Siswanto, R. D., Kusumah, Y. S., Dasari, D., Juandi, D., & Taqiyyah, A. (2024). RME Educational Game Based on Android Mobile to Increase Students’ Mathematical Understanding Ability. The Eurasia Proceedings of Educational and Social Sciences, 35, 117–126. https://doi.org/https://doi.org/10.55549/epess.806
Siswanto, R. D., & Ratiningsih, R. P. (2020). Korelasi Kemampuan Berpikir Kritis dan Kreatif Matematis dengan Kemampuan Pemecahan Masalah Matematis Materi Bangun Ruang. ANARGYA: Jurnal Ilmiah Pendidikan Matematika, 3(2), 96–103. https://doi.org/https://doi.org/10.24176/anargya.v3i2.5197
Suprapti, E. (2019). Peningkatan Kemampuan Berpikir Kreatif Siswa Melalui Penerapan Pembelajaran Realistic Mathematic Education (RME). Didaktis: Jurnal Pendidikan Dan Ilmu Pengetahuan, 19(3). https://doi.org/https://doi.org/10.30651/didaktis.v19i3.7710
Suswina, M. (2016). Hasil Validitas Pengembangan Bahan Ajar Bergambar Disertai Peta Konsep Untuk Pembelajaran Biologi SMA Semester 1 Kelas XI. Ta’dib, 14(1), 44–51. https://doi.org/http://dx.doi.org/10.31958/jt.v14i1.196
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Widodo, S. A. (2020). Pengembangan Mathematical Comic Untuk Pencapaian Kemampuan Pemecahan Masalah Matematis Dan Konfirmasi Norma Sosiomatematika. (Doctoral dissertation, Universitas Pendidikan Indonesia).
Widodo, S. A., Ibrahim, I., Hidayat, W., Maarif, S., & Sulisyowati, F. (2021). Development of mathematical problem solving tests on geometry for junior high school students. Jurnal Elemen, 7(1), 221–231. https://doi.org/10.29408/jel.v7i1.2973
Yau, N. (2024). Visualize This: The FlowingData Guide To Design, Visualization, And Statistics. John Wiley & Sons.
Ziatdinov, R., & Valles Jr, J. R. (2022). Synthesis of Modeling, Visualization, and Programming in GeoGebra as an Effective Approach for Teaching and Learning STEM Topics. Mathematics, 10(3), 398. https://doi.org/https://doi.org/10.3390/math10030398
Aiken, L. R. (1999). Personality Assessment Methods and Practice, 3rd rev. Hogrefe & Huber Publishers.
Annisa, S., & Siswanto, R. D. (2021). Analisis Kemampuan Komunikasi Matematis ditinjau dari Gaya Kognitif dan Gender. JPPM (Jurnal Penelitian Dan Pembelajaran Matematika), 14(2). https://doi.org/http://dx.doi.org/10.30870/jppm.v14i2.11604
Cahyono, B., Rohman, A. A., Dzakiyyah, R. I., & Setyawati, R. D. (2023). Pengembangan Media Pembelajaran E-Komik Berbasis Etnomatematika dan Kemampuan Berpikir Kreatif Pada Materi Geometri MTs. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 12(2), 2283–2295. https://doi.org/: https://doi.org/10.24127/ajpm.v12i2.7398
Clements, D. H., & Sarama, J. (2020). Learning and teaching early math: The learning trajectories approach. Routledge. https://doi.org/https://doi.org/10.4324/9781003083528
Fitria, T. N. (2023). Augmented reality (AR) and virtual reality (VR) technology in education: Media of teaching and learning: A review. International Journal of Computer and Information System (IJCIS), 4(1), 14–25. https://doi.org/https://doi.org/10.29040/ijcis.v4i1.102
Fritz, A., Haase, V. G., & Rasanen, P. (2019). International handbook of mathematical learning difficulties. In Cham, Switzerland: Springer (p. 843). Springer. https://doi.org/https://doi.org/10.1007/978-3-319-97148-3
Guilford, J. P. (1956). The structure of intellect. Psychological Bulletin, 53(4), 267. https://doi.org/https://doi.org/10.1037/h0040755
Guilford, J. P. (1957). Creative abilities in the arts. Psychological Review, 64(2), 110. https://doi.org/https://doi.org/10.1037/h0048280
Guilford, J. P. (1961). Three Faces of Intellect. Studies in Individual Differences: The Search for Intelligence, 756–774. https://doi.org/https://doi.org/10.1037/11491-066
Hilda, A. M., & Siswanto, R. D. (2021). Android Application Development : Permutation of the Same Elements Based on Realistic Mathematics Education. Mathematics Teaching Research Journal, 13(4), 170–180.
İbili, E., Çat, M., Resnyansky, D., Şahin, S., & Billinghurst, M. (2020). An assessment of geometry teaching supported with augmented reality teaching materials to enhance students’ 3D geometry thinking skills. International Journal of Mathematical Education in Science and Technology, 51(2), 224–246. https://doi.org/https://doi.org/10.1080/0020739X.2019.1583382
Leikin, R., & Sriraman, B. (2022). Empirical research on creativity in mathematics (education): From the wastelands of psychology to the current state of the art. ZDM–Mathematics Education, 54(1), 1–17. https://doi.org/https://doi.org/10.1007/s11858-022-01340-y
Lisnani, L., Putri, R. I. I., Zulkardi, Z., & Somakim, S. (2023). Web-Based Realistic Mathematics Learning Environment for 21st-Century Skills in Primary School Students. Journal on Mathematics Education, 14(2), 253–274. https://doi.org/http://doi.org/10.22342/jme.v14i2.pp253-274
Mamolo, L. A. (2022). Students’ evaluation and learning experience on the utilization of Digital Interactive Math Comics (DIMaC) mobile app. Advances in Mobile Learning Educational Research, 2(2), 375–388. https://doi.org/10.25082/AMLER.2022.02.006
Maryanto, N. R., & Siswanto, R. D. (2021). Analisis Kemampuan Berpikir Kritis Matematis Ditinjau Dari Gaya Kognitif Implusif Dan Reflektif. ANARGYA: Jurnal Ilmiah Pendidikan Matematika, 4(1), 109–118. https://doi.org/10.21043/jpm.v2i1.6341
Munandar, U. (2020). Mengembangkan bakat dan kreativitas anak sekolah. Jakarta: PT Gramedia.
Pardimin, P., & Widodo, S. A. (2016). Increasing skills of student in junior high school to problem solving in geometry with guided. Journal of Education and Learning (EduLearn), 10(4), 390–395. https://doi.org/https://doi.org/10.11591/edulearn.v10i4.3929
Sagita, D. D., Asni, A., Nofriza, F., Fitniwilis, F., Burhendi, F. C. A., & Siswanto, R. D. (2019). Students’ Digital Literacy Skill to Solve Learning Problems. International Journal of Innovation, Creativity Anfd Change, 5(6), 112–122. https://www.ijicc.net/images/vol5iss6/5611_Sagita_2019_E_R.pdf
Siswanto, R. D. (2015). Penerapan Pembelajaran Inkuiri Terbimbing berbantuan GeoGebra untuk Meningkatkan Kemampuan Geometri Spasial, Berpikir Kreatif Matematis dan Kemandirian Belajar Siswa SMP. Bandung: Thesis Universitas Pendidikan Indonesia.
Siswanto, R. D. (2016). Asosiasi Antara Kemampuan Geometri Spasial Dengan Kemampuan Berpikir Kreatif Matematis Siswa. Kalamatika: Jurnal Pendidikan Matematika, 1(2), 141–146. https://doi.org/https://doi.org/10.22236/KALAMATIKA.vol1no2.2016pp141-146
Siswanto, R. D., Hilda, A. M., & Azhar, E. (2019). Development Combinatorics Realistic Mathematics Education Application based on the Android Mobile. International Journal of Innovation, Creativity and Change, 5(6), 123–140. https://www.ijicc.net/images/vol5iss6/5612_Siswanto_2019_E_R.pdf
Siswanto, R. D., Kusumah, Y. S., Dasari, D., Juandi, D., & Taqiyyah, A. (2024). RME Educational Game Based on Android Mobile to Increase Students’ Mathematical Understanding Ability. The Eurasia Proceedings of Educational and Social Sciences, 35, 117–126. https://doi.org/https://doi.org/10.55549/epess.806
Siswanto, R. D., & Ratiningsih, R. P. (2020). Korelasi Kemampuan Berpikir Kritis dan Kreatif Matematis dengan Kemampuan Pemecahan Masalah Matematis Materi Bangun Ruang. ANARGYA: Jurnal Ilmiah Pendidikan Matematika, 3(2), 96–103. https://doi.org/https://doi.org/10.24176/anargya.v3i2.5197
Suprapti, E. (2019). Peningkatan Kemampuan Berpikir Kreatif Siswa Melalui Penerapan Pembelajaran Realistic Mathematic Education (RME). Didaktis: Jurnal Pendidikan Dan Ilmu Pengetahuan, 19(3). https://doi.org/https://doi.org/10.30651/didaktis.v19i3.7710
Suswina, M. (2016). Hasil Validitas Pengembangan Bahan Ajar Bergambar Disertai Peta Konsep Untuk Pembelajaran Biologi SMA Semester 1 Kelas XI. Ta’dib, 14(1), 44–51. https://doi.org/http://dx.doi.org/10.31958/jt.v14i1.196
Widodo, S. A. (2017). Development comic based problem solving in geometry. International Electronic Journal of Mathematics Education, 12(3), 233–241. https://doi.org/https://doi.org/10.29333/iejme/611
Widodo, S. A. (2020). Pengembangan Mathematical Comic Untuk Pencapaian Kemampuan Pemecahan Masalah Matematis Dan Konfirmasi Norma Sosiomatematika. (Doctoral dissertation, Universitas Pendidikan Indonesia).
Widodo, S. A., Ibrahim, I., Hidayat, W., Maarif, S., & Sulisyowati, F. (2021). Development of mathematical problem solving tests on geometry for junior high school students. Jurnal Elemen, 7(1), 221–231. https://doi.org/10.29408/jel.v7i1.2973
Yau, N. (2024). Visualize This: The FlowingData Guide To Design, Visualization, And Statistics. John Wiley & Sons.
Ziatdinov, R., & Valles Jr, J. R. (2022). Synthesis of Modeling, Visualization, and Programming in GeoGebra as an Effective Approach for Teaching and Learning STEM Topics. Mathematics, 10(3), 398. https://doi.org/https://doi.org/10.3390/math10030398