Supriaman, Rd.Fauzan Rachmat (2023) Pengaruh model Discovery Learning berbasis STEAM terhadap keterampilan berpikir kreatif siswa pada submateri pencemaran air. Sarjana thesis, UIN Sunan Gunung Djati Bandung.
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Abstract
INDONESIA : Keterampilan berpikir kreatif pada siswa cenderung rendah dikarenakan penggunaan model pembelajaran yang kurang sesuai. Model Discovery Learning berbasis STEAM memadukan proses pembelajaran yang mengarahkan terhadap keaktifan siswa yang disertai dengan penguasaan teknologi. Tujuan penelitian ini yaitu untuk menganalisis keterlaksaan pembelajaran, tingkat keberhasilan, pengaruh dan respon siswa dari peneraoan model Discovery Learning berbasis STEAM terhadap keterampilan berpikir kreatif siswa pada submateri pencemaran air. Penelitian kuantitatif dengan jenis Quasi Experiment dan teknik Purposive Sampling dilakukan untuk mengumpulkan data. Berbagai instrumen, teknik analisis data dan teknik analisis instrument dilakukan untuk mengolah hasil data yang didapatkan. Pretest dan posttest yang mengandung indikator keterampilan berpikir kreatif diberikan kepada siswa untuk mengukur pengaruh tersebut dengan menggunakan uji prasyarat dan uji hipotesis. Hasil penelitian menunjukkan keterlaksanaan pembelajaran pada kedua kelas sangat baik yaitu lebih dari 90% pada lembar observasi siswa dan guru. Nilai ¬N-Gain keterampilan berpikir kreatif pada kelas kontrol menunjukkan hasil 0,13 dengan kriteria rendah dan pada kelas eksperimen sebesar 0,48 dengan kriteria sedang. Hasil uji pengaruh pada hipotesis menunjukkan terdapat pengaruh setelah penggunaan model Discovery Learning berbasis STEAM dengan nilai effect size Cohen’s sebesar 0,6 dengan kriteria sedang. Respon siswa memberikan hasil yang positif terhadap model Discovery Learning berbasis STEAM dengan rata-rata di atas 70%. ENGLISH : Students creative thinking skills was low due to uses inappropriate learning models. Discovery Learning model based STEAM combines learning process that directs student activity accompanied by mastery of technology. The purpose of this study was to analyze implementation of learning, level of success, influence and student responses from the application of Discovery Learning model based STEAM for creative thinking skills in water pollution sub-material. Quantitative research with Quasi-experimental method and purposive sampling technique were carried out to collecting data. Various instruments, data analysis techniques and instrument analysis techniques were used to process the results of obtained data. Pretest and posttest which contain indicators of creative thinking skills are given to students for measure this effect using prerequisite and hypothesis testing. The results showed the implementation of learning in both classes was great, namely more than 90% on the student and teacher observation sheets. The N-Gain value of creative thinking skills in control class showed result 0.13 with low criteria and 0.48 in experimental class with medium criteria. The results of the influence test on the hypothesis show there is an effect after using Discovery Learning model based STEAM with Cohen's effect size showed 0.6 in moderate criteria. Student responses gave positive results to Discovery Learning model based STEAM with an average of above 70%.
Item Type: | Thesis (Sarjana) |
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Uncontrolled Keywords: | Discovery Learning; Keterampilan Berpikir Kreatif; STEAM |
Subjects: | Educational Institutions, Schools and Their Activities > Public Schools Secondary Education > Upper Level Secondary School |
Divisions: | Fakultas Tarbiyah dan Keguruan > Program Studi Pendidikan Biologi |
Depositing User: | Rd. Fauzan Rachmat Supriaman |
Date Deposited: | 31 Aug 2023 05:09 |
Last Modified: | 31 Aug 2023 05:09 |
URI: | https://digilib.uinsgd.ac.id/id/eprint/74465 |
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