PENINGKATAN KEMAMPUAN BERPIKIR KREATIF SISWA DENGAN MENGGUNAKAN MODEL PROJECT BASED LEARNING BERBASIS STEAM (SCIENCE, TECHNOLOGY, ENGINEERING, ARTS DAN MATHEMATIC) PADA MATERI ASAM DAN BASA DI SMAN 11 KOTA JAMBI

R. Annisa, M. Effendi, Damris Damris
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引用次数: 16

Abstract

Model project based learning berbasis STEAM adalah model yang menuntut siswa untuk menghasilkan sesuah produk, dan produk yang dihasilkan memiliki kreteria science, technology, engineering, arts dan mathematic. Tujuan penenilian adalah untuk melihat perbedaan kemampuan berpikir kreatifitas siswa menggunakan model project based learning berbasis STEAM pada materi asam dan basa. Desain penelitian ini adalah pre-experimental desain dengan jenis penelitian one-group pretest-postest desain menggunakan sampel penelitian rondom sampling. Adapun sampel yang dipilih hanya satu kelas yaitu kelas XI MIA 2. Instrument penelitian berupa rencana pelaksanaan pembelajaran, soal pretest dan  posttest. Analisis data menggunakan uji paired sampel t-test, nilai rata-rata pretest 1,58 dan posttest 3,17. Hasil korelasi nilai pretest-postest 0,263 > 0,05 artinya tidak terdapat hubungan antar nilai pretest-postest. Nilai signifikansi 2- tailed 0,000 < 0,05, maka dapat disimpulkan terdapat perbedaaan yang nyata kemampuan berpikir kreatif siswa pada data pretest dan posttes. Berdasarkan hasil penelitian dapat disimpulkan terdapat perbedaan yang nyata kemampuan berpikir kreatif siswa dangan penggunaan model poreject basd learning pada materi asam dan basa di SMAN 11 Kota Jambi. Kata kunci : Model Project Based Learning, STEAM, Berpiki Kreatif ABSTRAK The STEAM-based project based learning model is a model that requires students to produce a product, and the products produced have criteria for science, technology, engineering, arts and mathematic. The aim of the study was to see differences in students' creative thinking abilities using STEAM-based project based learning models on acidic and basic material. The design of this study was pre-experimental design with the type of one-group pretest-posttest research using a sample sampling method. The sample chosen was only one class, namely class XI MIA 2. The research instrument was in the form of a learning implementation plan, about the pretest and posttest. Data analysis using paired sample t-test, pretest average value 1.58 and posttest 3.17. Corlation results of the pretest-posttest value 0.263> 0.05 means that there is no relationship between the values ​​of the pretest-posttest. 2- tailed significance value 0,000 <0,05, it can be concluded that there are significant differences in students' creative thinking skills on data pretest and posttes. Based on the results of the study, it can be concluded that there are significant differences in the students' creative thinking ability with the use of the poreject basd learning model in acidic and basic material in SMAN 11 Kota Jambi. Keywords : Model Project Based Learning, STEAM, Creative Thinking
通过在JAMBI 11个城市的SMAN SMAN和BASA项目模型,提高学生的创造性思维能力
基于学习模式的项目模型要求学生生产产品,生产产品包括科学、技术、工程、艺术和数学。占卜的目的是发现学生在酸性和碱性材料上的基于学习的基础项目模型的创造性思维能力的不同。本研究的设计是一组前期设计,采用x光抽样研究样本进行试验。至于你们只选择了一年级的样本,那就是大二MIA 2班。以学习计划、前期和后期为基础的研究工具。使用破产样本测试、平均预考1.58和后测3.17进行数据分析。pretest-postest值0.263 > 0.05的相关性意味着没有pretest-postest值之间的关系。2- tailed 10000 < 0.05的价值,可以推断出学生在预测数据和学后数据中存在明显的创造性思维能力差异。根据研究结果,在《Jambi 11个城市的斯曼和巴萨学习》(SMAN 11)中,学生的创造性思维能力可以推断出明显的不同。关键词:基于学习的项目模型,蒸汽,基于创意的抽象学习项目是基于生产产品的要求的模型,产品产品有科学、技术、工程、艺术和数学的批判材料。研究的目标是通过人工智能和基本材料上的基于碱性学习模型,在学生思考中看到不同的结果。这项研究的设计是一组预试验后研究用的方法样本样本。chosen样本只有一年级,namely年级MIA 2班。这项研究工具是一种学习实施计划的形式,关于前期和后期。数据分析使用paired sample t-test,预测平均1.58和后测3.17。前期利率0263 > 0.05的相对应表示,前期测试的价值没有关系。2-吊价价值< 0.05,可以确定在产前数据和邮报上的创造性思维障碍有很大不同。根据研究的结果,这可能会得出结论,在学生思考的创造性思维与在acidic学习模式和Jambi 11个城市的基本材料的使用之间存在显著差异。键盘文字:基于学习、蒸汽、创造性思维的项目模型
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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