Gusnandar Yoga Utama
SEAMEO QITEP in Mathematics

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Students’ Creativity Profiles in Constructing Independent Gates Learning Activity Using 4Dframe Agus Setio; Gusnandar Yoga Utama
Southeast Asian Mathematics Education Journal Vol 12, No 1 (2022)
Publisher : SEAMEO Regional Centre for QITEP in Mathematics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46517/seamej.v12i1.137

Abstract

Creativity is one of the 21st century skills that students require for the future. The implementation of STEAM education in teaching and learning, whether in content or learning activities, has contributed to the creativity development. The objective of the study is to investigate the students’ creativity profiles by employing STEAM approach and 4Dframe to construct a miniature independence-day memorial gate. This activity was selected because Indonesian Independence Day, organized in August, is very special. Many activities are frequently conducted to celebrate this annual event. One of which is by building a gate in front of the village. This research utilized a qualitative research method with a narrative design. There was twelve 8th-grade students who were recruited as respondents with various abilities grouped into high, medium, and low. The student’s products were evaluated by CPAM (Creative Product Analysis Matrix) instrument. The CPAM assessment score presented 88% in novelty, 72% in resolution, and 88% in elaboration. Overall, their creativity profile is 82%, included in the high category. The conclusion is that student creativity profile through the STEAM approach assisted by 4Dframe is in the high category and can be applied in learning.
The Effect of Implementing STEAM and 4Dframe Learning in Developing Students’ Computational Thinking Skills Rio Mardani Suhardi; Gusnandar Yoga Utama
Southeast Asian Mathematics Education Journal Vol 12, No 1 (2022)
Publisher : SEAMEO Regional Centre for QITEP in Mathematics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46517/seamej.v12i1.138

Abstract

Computational thinking skills have been a popular term for teachers worldwide, and PISA 2022 will become the first PISA in evaluating them. Computational thinking helps students enhance their potential in contributing to other disciplines. However, students’ computational thinking skills at SMP Negeri 8 Batam were low. In overcoming the problem, the teacher employed STEAM learning as an alternative approach in stimulating students’ computational thinking skills. A teaching aid, named 4Dframe, was utilised to support the STEAM-based teaching. The objective of this action research study is to illustrate the effect of employing STEAM approach and the 4Dframe as the teaching assistance in developing students' computational thinking skills. The study involved 40 students of 9th grade in SMP Negeri 8 Batam, Indonesia. Three STEAM activities incorporating Warka water tower, Batam-Bintan straw bridge, and planting machine were performed in eight online meetings. In each activity, the students administered decomposition, abstraction, pattern recognition, and algorithm as the cornerstones of computational thinking. The data were gathered through observational forms during the learning and test to evaluate students’ computational thinking skills. The results present that 73% and 88% of students acquired the minimum score for the computational thinking post-tests on the first and second cycle respectively. Although sample and methodology limitations prevent any claim to generalisation, this learning strategy could be implemented as an alternative for conducting mathematics learning activities in elevating students’ computational thinking skills with students in similar contexts.