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Model Pembelajaran Berbasis STEAM Projek untuk Meningkatkan Kemampuan Berpikir Kritis dan Kreatif Siswa Sari, Dyah Puspita; Hasanah, Daimul; Barriyah, Insanul Qisti
Edukasi: Jurnal Penelitian dan Artikel Pendidikan Vol 15 No 2 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/edukasi.v15i2.10489

Abstract

This research aims to analyze influence of the STEAM Project learning model (Science, Technology, Engineering, Arts, and Mathematics) on students' critical and creative thinking abilities. The research was conducted on 15 class studentsVI at one of the elementary schools in Kulon Progo consisting of 8 male and 7 female students. The method used in this research is descriptive qualitative with interview and observation techniques. Results Study Demonstrated better critical thinking and creativity skills and increased at the third and fourth meetings. At the third meeting, students began to show their ability to solve problems, namely by making a mechanical power generator. The ability to think creatively was seen at the third and fourth meetings, namely when their dream house was realized which looked aesthetic and beautiful. The final product of this activity is the result of project activities in the form of a miniature house with installation and electricity generator. The STEAM Project-based learning model has encouraged students to be able to plan problem solutions, be flexible in providing solutions, and create product designs that have aesthetic value.
INTEGRATING STEAM-Tri N APPROACHES IN SCIENCE EDUCATION: EXPLORING THE USE OF PAPER PULP BASED DIGESTIVE TORSO MODELS TO FOSTER STUDENT CREATIVITY Ardi, Muhammad Ilmi; Zulfiati, Heri Maria; Nisa, Ana Fitrotun; Barriyah, Insanul Qisti
EDUPROXIMA : Jurnal Ilmiah Pendidikan IPA Vol 7, No 4 (2025)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/.v7i4.7702

Abstract

This study examines the effectiveness of paper pulp-based digestive organ torso props with the STEAM-Tri N approach in enhancing elementary school students' creativity. The problem stems from the need for interdisciplinary learning methods that stimulate creative thinking through hands-on activities. Using descriptive qualitative methodology with an explorative approach, the research involved 20 fifth-grade students at SDN 3 Jogosetran, Kalikotes District, Klaten Regency in the 2024/2025 academic year. Data collection was conducted through observation, interviews, and documentation. The results showed a significant improvement in creativity with 80% of students successfully achieving Creative and Very Creative categories, while only 5% remained in the Less Creative category. The integration of the STEAM approach with the Tri-N learning model (Niteni, Nirokke, Nambahi) successfully created an engaging project-based learning environment, activating students' divergent thinking, innovation, independence, and collaborative skills through the digestive system props creation process. In conclusion, this pedagogical approach effectively transforms traditional learning into an active, creative experience, significantly contributing to developing students' comprehensive understanding and skills in the context of 21st-century education requirements.
Pengaruh Permainan Cak n Cek Bangtar terhadap Hasil Belajar Siswa SD Cahyaningtyas, Dwi; Wijayanto, Zainnur; Barriyah, Insanul Qisti
YASIN Vol 5 No 4 (2025): AGUSTUS
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i4.6183

Abstract

Mathematics learning is often perceived as abstract and disconnected from students’ daily lives, which contributes to low interest and motivation to learn. This study aims to examine the effect of the traditional educational game Cak n Cek Bangtar on elementary school students’ mathematics learning outcomes in the topic of plane figures. The research employed a pre-experimental design with a one-group pretest-posttest model. The subjects were nine fourth-grade students at SD Negeri Gondangan, Jogonalan Subdistrict, Klaten. The instrument used was a learning outcome test, and the data were analyzed using normality testing, N-Gain analysis, and a paired sample t-test. The results show a significant improvement in learning outcomes following the implementation of the game. The average pretest score of 58.2 increased to 81.4 in the posttest. N-Gain analysis indicated a gain of 0.65, categorized as moderate. The t-test yielded a significance value of 0.000 (< 0.05), indicating a significant difference between pretest and posttest scores. These findings demonstrate that the traditional game Cak n Cek Bangtar is effective as a contextual approach to mathematics learning, particularly in the topic of plane figures. The study concludes that integrating educational games rooted in Tamansiswa values can improve learning outcomes while creating an enjoyable and meaningful learning atmosphere. This research contributes to the development of innovative and relevant instructional strategies in primary education.