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Tita Yartini, 2014

THE IMPACT OF ROLE PLAYING WITH SCENARIO DESIGN ON CREATIVE SKILLS AND STUDENTS ACHIEVEMENT IN SYMBIOSIS CONCEPT

Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

REFERENCES

Ananiadou, K. &. (2009). 21 Century and Competences for New Millenium

Learners in OECD Countries. OECD Education Publishing No 41.[December, 24 2013]

Anderson, L. (2001). Taxonomy for Learning Teaching and Assesing : Revision of

Bloom's Taxonomy of Education Objective. New York: Longman.

Arikunto, S. (2010). Procedure Penelitian Suatu Pendekatan Praktik . Jakarta:

Rineka Cipta.

Awamleh, H., Farah, Y. A., & Zraigat, E. (2010). The Level of Creative Abilities Dimentions Acording to Torrance Formal Test and Thir Relationship with

Some Variable. International Education Studies, 2 (1), 9-11.[January, 12

2014]

Campbell, N., & Reece, J. B. (2011). Biology Campbel 9th Edition. California:

Bejamin Cummings.

Carroll, J. M. (1999). Five Reasons for Scenario-Based Design. Journal of

Computer Science and Department of Computer Science and, 11 (3),8-9 [Februari, 3 2014]

Craciun, D. (2010). Role Playing as a Creative Method in Science Education.

Journal of Science and Art, 17 (1), 4-8. [January, 12 2014]

Fraenkel, J R. and Wallen, N. E (2007). How to Design and Evaluate Research in

Education. New York: Mc- Graw-Hill

Graves, A. (2008). Is Role Playing an Effective Teaching Method? Journal of

Elementry Education, 23 (4), 21-23. [November, 22 2013]

Gunarso, A. (1993). Bagaimana Membimbing Penyuluhan Belajar Disekolah.

Surabaya: Usaha Nasional.

Hake, R. (1998, January 14). Analyzing Change/ Gain Score (Online).

http;list.asu.edu, p. 2014. [January, 14 2014]

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106

Tita Yartini, 2014

THE IMPACT OF ROLE PLAYING WITH SCENARIO DESIGN ON CREATIVE SKILLS AND STUDENTS ACHIEVEMENT IN SYMBIOSIS CONCEPT

Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Hamalik, O. (2010). Kurikulum dan Pembelajaran. Jakarta: Bumi Aksara.

Kunandar, D. (2008). Langkah Mudah Penelitian Tindakan Kelas. Jakarta: PT

Raja Graindo Persada.

Lee, M.-S., & Son, Y. E. (2012). A Study on the Adoption of SNS for Smart

Learning in the Creative Activity. International Journal of Education and

Learning, 3 (1), 14-18. [November, 22 2013]

McSharry, G., & Jones, S. (2000).. Role Playing in Science Teaching and

Learning School Science Review. Journal of Science Teaching and

Leraning, 6 (2), 73-76.[January, 12 2014]

Munandar, U. (2009). Pengembangan Kreativitas Anak Berbakat. Jakarta: PT

Rineka Cipta.

Nitko, Anthony, & Brookhart, S. M. (2007). Educational Assesment of Students'.

Journal of Education and Learning, 4 (2), 3-7.[November, 22 2014]

Nurkencana. (2005). Evaluasi Hasil Belajar Mengajar. Surabaya: Usaha

Nasional.

Patterson, N., Lucas, A. G., & Kithinji. (2012). High Order Thinking in Social

Studies ; An Analysis of Primary Source Document Use. Journal of Social

Studies Research and Practice, 8 (1),2-4.[October 18, 2013]

Permendikbud. (2013). KD danStruktur Kurikulum SMP-MTS. Jakarta:

Kementerian Pendidikan dan budaya.

Priyatno, D. (2010). Paham Analisis Statistik Data Dengan SPSS. Yogyakarta:

MediaKom.

Purwanto, M. N. (2012). Prinsip - Prinsip dan Teknik Evaluasi Pengajaran.

Bandung: PT Remaja Rosdakarya.

Rachel, Ramirez, P & Ganaden, M. S. (2008). Creative Activities and Students'

Higher Order Thinking Skills. Journal of Education Quartherly, 1 (1), 3-

12.[November, 22 2014]

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107

Tita Yartini, 2014

THE IMPACT OF ROLE PLAYING WITH SCENARIO DESIGN ON CREATIVE SKILLS AND STUDENTS ACHIEVEMENT IN SYMBIOSIS CONCEPT

Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu

Rosson, M. B., & Carroll, J. M. (2002). Scenario Based Design. Journal of

ComputerScience and Center for Human- Computer Interaction, 4, (1), 4- 32.[January, 14 2014]

Slameto. (2003). Belajar dan Faktor- faktor yang Mempengaruhinya. Jakarta:

Rineka Cipta.

Winaraputra, U. (2007). Materidan Pembelajara n Pkn SD. Jakarta: Universitas

Terbuka.

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