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Analisis Penggunaan Bahan Ajar IPAS Berbasis STEAM Untuk Memfasilitasi Literasi Sains Pada Siswa Kelas V Sekolah Dasar Trio Erawati Siregar; Anang Santoso; Radeni Sukma Indra Dewi
Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Vol. 6 No. 3 (2023)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Muhammadiyah Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/perseda.v6i3.2410

Abstract

This research aims to determine the presentation of STEAM and scientific literacy in students' books for science subjects. This research uses descriptive and qualitative research. This type of research is descriptive-qualitative research. This research uses the subjects of STEAM elements and scientific literacy, which are analyzed and appear in class V student books. The research instrument is an analysis sheet for STEAM elements and scientific literacy. We used a descriptive data analysis technique. The percentage category uses the percentage agreement value formula. This research shows that: (1) the STEAM elements that appear in student books, namely science elements, have a percentage of 47%, technology elements have a percentage of 73%, engineering elements have a percentage of 53%, art elements have a percentage of 37%, and mathematics elements have a percentage of 23%. (2) In the scientific literacy in class V students' books, the highest percentage of indicators that have appeared is attitude (83%), knowledge (36%), competence (33%), and context (23%). Therefore, students' books for science subjects include books that include elements of STEAM and scientific literacy.
Development of Meaningful and Fun Learning with a Gamification-Based GI Model for Primary School Students Angelikus Nama Koten; Gaudensius Jati Lamauran Koten; Thomas Kemil Masi; Trio Erawati Siregar
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.10780

Abstract

Meaningful learning is when students are actively and constructively involved and the role of students is dominant in every series of learning. Therefore, in order for students to truly carry out their role as the center of learning, learning must be fun and not boring. This study developed a learning design with an integration between the Group Investigation (GI) model and the Gamification approach. The purpose of the study was to produce a learning design (teaching module) on the material of grade V Elementary School in the subject of science with the topic "Human Blood Circulation" that is valid, interesting and practical to be used in creating meaningful and enjoyable learning for students. The learning device development model in this study is the 4-D model with the stages of Define, Design, Develop, and Disseminate. For the practicality and effectiveness of the developed learning design, it was tested in the learning process by 5 elementary school teachers in Kupang City. Departing from the process and stages of development carried out, it can be concluded that the learning device developed by implementing the GI model based on gamification is valid, interesting, and practical and ready to be used in creating a meaningful and enjoyable learning process for students.