Main Article Content
Abstract
This study aims to determine the feasibility of student's worksheet oriented STEAM with PjBL model on environmental pollution material to improve creative thinking skills based on validity, practicality, and effectiveness. This research method uses a 4-D model which is limited only to the development stage because at the dissemination stage a larger population is required, and a limited trials are carried out to eighteen students of MTsN 3 Jombang. The results of the research on the aspect of validity based on content and construct validity show the percentage score of 89.17% and 95.02% on very valid category. The practicality aspect in terms of activity observation and student response for each component obtained a percentage score of 98.53% and 97.02% on very practical category. The aspect of effectiveness in terms of the results pretest-posttest of students' creative thinking skills showed an increase in the average N-Gain score of 0.72 on very high category and declared effective.
Keywords
Article Details
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
- This work is licensed under
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
References
- Anggreani, P., & Mirtalis. (2021). Lembar Kerja Peserta Didik Berorientasi Mind Mapping untuk Melatihkan Keterampilan Berfikir Kreatif pada Materi Asam Basa. UNESA Journal of Chemical Education, 10(2), 131-139.
- Astuti, I. D., Toto, T., & Yulisma, L. (2019). Model Project Based Learning (PjBL) Terintegrasi STEM untuk Meningkatkan Penguasaan Konsep dan Aktivitas Belajar Siswa. Jurnal Pendidikan dan Biologi, 11(2), 93-98.
- Hake, R. R. (1999). Interactive–egagement VS Traditional Methods : A Six Thousand Student Survey of Mechanics Test Data for Introductory Physics Courses. American Journal of Physics, 64-74.
- Ibrahim, M., & Wahyukartiningsih. (2014). Model Pembelajaran melalui Pemaknaan. Surabaya: Unesa Press.
- Insyasiska, D., Zubaidah, S., & Susilo, H. (2015). Pengaruh Project Based Learning Terhadap Motivasi Belajar, Kreativitas, Kemampuan Berpikir Kritis, dan Kemampuan Kognitif Siswa. Jurnal Pendidikan Biologi, 9-21.
- Kemendikbud. (2018). Permendikbud No. 35 Tahun 2018 tentang Perubahan Peraturan Kurikulum 2013. Jakarta: Kemendikbud.
- Kind, P. M., & Kind, V. (2007). Creativity in Science Education : Perspectives and Challenges for Developing School Science. Studies in Science Education, 43, 1-37.
- Lestari, L., Alberida, H., and Rahmi, Y. L. (2018). Validitas dan Praktikalitas Lembar Kerja Peserta Didik (LKPD) Materi Kingdom Plantae Berbasis Pendekatan Saintifik untuk Peserta Didik Kelas X SMA/MA. Jurnal Eksakta Pendidikan, 2(2), 170-177.
- Miller, A. (2017). Pendidikan PBL dan STEAM: Kesesuaian Alami. (Online). https://www.edutopia.org/blog/pbl-and-steam-natural-fit-andrew-miller. Diakses pada 4 Januari 2021.
- Nieveen, N., & Theerjd, P. (2010). An Introduction to Educational Design Research Enscede. SLO: Netherland Institute for Curriculum Development.
- P21. (2008). Century Skills, Education & Competitiveness. Washington DC: Partnership for 21st.
- Piirto, J. (2011). Creativity for 21st Century Skills : How to Embeded Creativity into Curiculum. Rotterdam: Sense Publishers.
- Prastowo, A. (2015). Panduan Kreatif Membuat Bahan Ajar Inovatif: Menciptakan Metode Pembelajaran yang Menarik dan Menyenangkan. Yogyakarta: Diva Press.
- Priantari et al. 2020. Improving Students Critical Thinking through STEAM-PjBL Learning. Bioeducation Journal. (4)2.
- Riduwan. (2016). Skala Pengukuran Variabel-variabel Penelitian. Bandung: Alfabeta.
- Siswono, Y.E.T., & Novitasari, W, (2007). Meningkatkan Kemampuan Berpikir Kreatif Siswa Melalui Pemecahan Masalah Tipe “What’s Another Way”. Jurnal Pendidikanl Matematika “Transformasi”. 1, 1978-7847.
- Slavin, R. E. (2011). Cooperative Learning Teori, Riset dan Praktik. Bandung: Nusa Media.
- Spiko, D., N. Jalal, P.T. Cerrato & M. Marcello. 2017. Emerging Design: Transforming the STEAM Learning Lanscape with the Support of Digital Technologies. Interaction Design and Architecture(s) Journal. 9 (34): 5-6.
- Sugiyono. (2015). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Bandung: Alfabeta.