Experimentation of CORE Learning Model with Putar bawah Game and Labyrinth Board Game on Problem Solving Ability Viewed From Student Emotional Intelligence Universitas Sebelas Maret Abstract The purpose of this research is to find out: (1) a learning model which resulted in better problem solving skills, CORE model with putar bawah game and labirin board game media or with direct learning- (2) emotional intelligence which resulted in better problem solving abilities, high, medium, or low emotional intelligence- (3) the interaction between learning models and students emotional intelligence. This research is quasi-experimental research with subjects were VIII-grade learners of SMP Negeri 5 Surakarta in the academic year 2022/2023. The samples used two classes taken by cluster random sampling. The data collection techniques used were documentation, tests, and questionnaires. The data analysis technique is two-way analysis of variance with unequal sample sizes. Based on the results of the analysis, we conclude that: (1) the CORE model with putar bawah games and labirin board game media resulted in better problem solving skills than the direct model- (2) students with higher emotional intelligence had better problem solving skills than lower emotional intelligence- (3) there is no interaction between the learning model and students emotional intelligence. Keywords: CORE learning model with putar bawah game and labyrinth board game media, problem solving abilities, emotional intelligence, opportunity Topic: Mathematics and Science Education |
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