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STEAM approach in project-based learning to develop mathematical literacy and students' character Supianti, In In; Yaniawati, Poppy; Bonyah, Ebenezer; Hasbiah, Astri Widiastuti; Rozalini, Nisrina
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p283-302

Abstract

Mathematics is essential for individuals to solve everyday life problems. However, students remain insufficiently motivated in mathematics learning, necessitating the implementation of engaging teaching approaches integrated with other disciplines, such as STEAM (Science, Technology, Engineering, Art, and Mathematics). This study investigated the effectiveness of a STEAM-based Project-Based Learning (PjBL) approach on mathematical literacy and character development among secondary school students. Utilizing a mixed-methods convergent parallel design, the research employed quantitative and qualitative techniques. The quantitative data collection used a literacy skills test to measure mathematical literacy. Meanwhile, the qualitative data collection to measure students' character utilized surveys, interviews, and observations. Quantitative data analysis was conducted using the Kruskal-Wallis test, while qualitative data analysis employed triangulation, including data reduction, data presentation, and data verification stages. The study results revealed that students' mathematical literacy significantly improved after participating in STEAM-PjBL-based learning. Additionally, STEAM-PjBL fosters the development of students' character traits, including teamwork, communication, and responsibility, highlighting its potential to support holistic educational outcomes. These findings indicate that integrating STEAM principles with PjBL enhances academic performance and cultivates critical 21st-century skills.
STEAM approach in project-based learning to develop mathematical literacy and students' character Supianti, In In; Yaniawati, Poppy; Bonyah, Ebenezer; Hasbiah, Astri Widiastuti; Rozalini, Nisrina
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p283-302

Abstract

Mathematics is essential for individuals to solve everyday life problems. However, students remain insufficiently motivated in mathematics learning, necessitating the implementation of engaging teaching approaches integrated with other disciplines, such as STEAM (Science, Technology, Engineering, Art, and Mathematics). This study investigated the effectiveness of a STEAM-based Project-Based Learning (PjBL) approach on mathematical literacy and character development among secondary school students. Utilizing a mixed-methods convergent parallel design, the research employed quantitative and qualitative techniques. The quantitative data collection used a literacy skills test to measure mathematical literacy. Meanwhile, the qualitative data collection to measure students' character utilized surveys, interviews, and observations. Quantitative data analysis was conducted using the Kruskal-Wallis test, while qualitative data analysis employed triangulation, including data reduction, data presentation, and data verification stages. The study results revealed that students' mathematical literacy significantly improved after participating in STEAM-PjBL-based learning. Additionally, STEAM-PjBL fosters the development of students' character traits, including teamwork, communication, and responsibility, highlighting its potential to support holistic educational outcomes. These findings indicate that integrating STEAM principles with PjBL enhances academic performance and cultivates critical 21st-century skills.
Digital Game-Based Learning Interventions on Students' Numeracy Skills and Engagement Sari, Nenden Mutiara; Yaniawati, Poppy; Supianti, In In; Indriani, Rina
Formatif: Jurnal Ilmiah Pendidikan MIPA Vol 15, No 1 (2025): Formatif: Jurnal Ilmiah Pendidikan MIPA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/formatif.v15i1.23356

Abstract

Numeracy skills play a crucial role in various aspects of life, both in mathematical learning and in daily life. Numeracy is the key to understanding and mastering various mathematical concepts. However, several research findings indicate that these skills are still relatively low. The low numeracy skills are attributed to the low engagement of students in mathematical learning. When students feel actively engaged in learning, they tend to be more motivated to learn and better able to understand the concepts taught. One effort to engage students in learning activities is by interestingly presenting learning content. Digital game-based learning is expected to improve numeracy skills and student engagement in mathematical learning. This study is a mixed-method research. The participants in this study were fourth-grade elementary school students divided into two groups: the experimental group and the control group. The instruments used were numeracy ability tests and observation sheets. The results of the study indicate that (1) the numeracy skills of students who received digital game-based learning are better than those of students who received traditional learning; (2) there are differences in the mean numeracy skills of students based on the intensity of playing games; and (3) Student engagement in digital game-based learning is classified as very high.
STEAM approach in project-based learning to develop mathematical literacy and students' character Supianti, In In; Yaniawati, Poppy; Bonyah, Ebenezer; Hasbiah, Astri Widiastuti; Rozalini, Nisrina
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p283-302

Abstract

Mathematics is essential for individuals to solve everyday life problems. However, students remain insufficiently motivated in mathematics learning, necessitating the implementation of engaging teaching approaches integrated with other disciplines, such as STEAM (Science, Technology, Engineering, Art, and Mathematics). This study investigated the effectiveness of a STEAM-based Project-Based Learning (PjBL) approach on mathematical literacy and character development among secondary school students. Utilizing a mixed-methods convergent parallel design, the research employed quantitative and qualitative techniques. The quantitative data collection used a literacy skills test to measure mathematical literacy. Meanwhile, the qualitative data collection to measure students' character utilized surveys, interviews, and observations. Quantitative data analysis was conducted using the Kruskal-Wallis test, while qualitative data analysis employed triangulation, including data reduction, data presentation, and data verification stages. The study results revealed that students' mathematical literacy significantly improved after participating in STEAM-PjBL-based learning. Additionally, STEAM-PjBL fosters the development of students' character traits, including teamwork, communication, and responsibility, highlighting its potential to support holistic educational outcomes. These findings indicate that integrating STEAM principles with PjBL enhances academic performance and cultivates critical 21st-century skills.
STEAM approach in project-based learning to develop mathematical literacy and students' character Supianti, In In; Yaniawati, Poppy; Bonyah, Ebenezer; Hasbiah, Astri Widiastuti; Rozalini, Nisrina
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p283-302

Abstract

Mathematics is essential for individuals to solve everyday life problems. However, students remain insufficiently motivated in mathematics learning, necessitating the implementation of engaging teaching approaches integrated with other disciplines, such as STEAM (Science, Technology, Engineering, Art, and Mathematics). This study investigated the effectiveness of a STEAM-based Project-Based Learning (PjBL) approach on mathematical literacy and character development among secondary school students. Utilizing a mixed-methods convergent parallel design, the research employed quantitative and qualitative techniques. The quantitative data collection used a literacy skills test to measure mathematical literacy. Meanwhile, the qualitative data collection to measure students' character utilized surveys, interviews, and observations. Quantitative data analysis was conducted using the Kruskal-Wallis test, while qualitative data analysis employed triangulation, including data reduction, data presentation, and data verification stages. The study results revealed that students' mathematical literacy significantly improved after participating in STEAM-PjBL-based learning. Additionally, STEAM-PjBL fosters the development of students' character traits, including teamwork, communication, and responsibility, highlighting its potential to support holistic educational outcomes. These findings indicate that integrating STEAM principles with PjBL enhances academic performance and cultivates critical 21st-century skills.
Penerapan Model Discovery Learning Untuk Meningkatkan Kemampuan Berpikir Kritis Matematis Siswa SMK Nugraha, Guruh; ., Sarkani; Supianti, In In
Pasundan Journal of Mathematics Education Vol. 10 No. 1 (2020): Pasundan Journal of Mathematics Education
Publisher : Program Magister Pendidikan Matematika, Pascasarjana, Universitas Pasundan in collaboration with Asosiasi Guru Matematika Indonesia (AGMI) and Indonesian Mathematics Educators' Society (IMES)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/pjme.v10i1.2439

Abstract

Science growing in line with the technology expanding was found, needed to life skill to obtain manage and use the science to be used to necessary of life today and the is going the come. One of them is skill of mathematics. But in fact we are still find student who has the ability to think critical mathematics is low. One of alternatives learning that can improve the ability to think criticaly mathematically students used the learning model of Discovery Learning. This study attempts to knowing have increased capasity to think criticaly mathematical students through the model of Discovery Learning better than conventional learning model. the methods this research is experiment of research. The population of the research is all students in class XI SMKN 3 Bandung and this sample is students in class XI MM 1 and XI MM 2 at SMKN 3 Bandung. And instrument used in research is the result of the study. From this research obtain edcondution the ability to think criticaly mathematicaly student who obtain lessons learned Discovery Learning better than Conventional obtain lesson learned. Advice provided is it is hoped that teacher creating a favorable and involves student in learning so the student able to expanding mathematical think criticaly. Learning with a model Discovery Learning very good used in learning, that can be used as an alternative in learning activities.
Penerapan E-Learning Dalam Upaya Meningkatkan Kemampuan Komunikasi Matematis Mahasiswa Supianti, In In
Pasundan Journal of Mathematics Education Vol. 4 No. 1 (2014): Pasundan Journal of Mathematics Education
Publisher : Program Magister Pendidikan Matematika, Pascasarjana, Universitas Pasundan in collaboration with Asosiasi Guru Matematika Indonesia (AGMI) and Indonesian Mathematics Educators' Society (IMES)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/pjme.v4i1.2494

Abstract

The aim of this study is to examine the problem of improving mathematical communication ability of students through the implementation of e-learning in mathematics. The research method in the form of a quasi-experimental study using pretest-posttest design. The population is student of Mathematics Education University of Pasundan, while the second semester student is sample, class A as a control class and class B as a experiment class. The instrument used in this study is 6 numbers of mathematical communication ability test and observation sheet. The results obtained are the improvement of communication skills students acquire mathematical study of mathematics by using e-learning better than students who use conventional learning.
MathQuest: A powerpoint-based problem-based learning game for mathematical problem-solving Supartini, Reny; Sari, Nenden Mutiara; Supianti, In In; Septiani, Gina Dwi
Journal of Advanced Sciences and Mathematics Education Vol 4, No 2 (2024): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v4i2.455

Abstract

Background: Despite the importance of mathematical problem-solving skills in academic and everyday contexts, many students struggle to master these skills due to the lack of engaging and effective instructional tools. Traditional teaching methods often fail to address these challenges, highlighting the need for innovative approaches that integrate interactive and motivating elements into the learning process.Aims: This study aims to develop and validate a PowerPoint-based Problem-Based Learning (PBL) game, evaluate its practicality in classrooms, and assess its effectiveness in improving students' mathematical problem-solving skills and motivation.Methods: Using the ADDIE model, this research involved 33 tenth-grade students selected through purposive sampling. Validation by two media experts, two content experts, and two language experts ensured high-quality game design.Result: Expert validation results showed high scores for content (91 percent), media design (89 percent), and language clarity (92 percent), indicating strong validity. The game achieved a practicality score of 85 percent based on student usability feedback. Effectiveness was demonstrated through a significant improvement in students’ mathematical problem-solving skills, with average test scores increasing from 65 to 85 after using the game. Additionally, 70 percent of students reported heightened motivation and engagement in learning mathematics through this game.Conclusion: The PBL-based PowerPoint game demonstrated strong validity, practicality, and effectiveness in addressing the needs of students and enhancing their mathematical skills. Key educational game elements identified include immediate feedback, question variety, and the ability to play in groups, making it a viable tool for classroom implementation.