This study explores how reshaping technology-based projects in learning designed using SAMR
framework (substitution, augmentation, modification, redefinition) can influence students’
creativity. This research is a mixed method, combining quantitative data and qualitative data. The
researcher analyzed the results of the students’ pretest and posttest scores and questionnaires
and coded the interviews’ results. The research participants were 175 Indonesian students who
took a hybrid learning class. This study uses the results of structural equation modeling to
determine the contribution of technology to student creativity. The results showed that the most
explored creativity indicator was flexibility and the least explored was elaboration. Based on the
level of technology use in the SAMR framework, the modification level has the most influence on
students’ creativity, while the substitution level has the least influence. Technology tends to be
used as a substitute for traditional learning. Our research shows that the level of technology use
in SAMR influences the level of creativity in students’ projects with varying impacts. This study
concludes that integrating technology into learning in stages contributes to exploring students’
creativity and automatically increases their mastery of technology.
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