Penerapan STEAM Project Based Learning “Taman Mini Imun Booster Digital Berbasis QR Code Berbantuan 4DFrame”

Eti Herawati
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引用次数: 2

Abstract

The aim of this study was to improve the learning outcomes students in the material of Cubes and Blocks by implementing the STEAM Project Based Learning "Mini Immune Booster Digital Park Based on QR Code assisted 4DFrame". This Classroom Action Research (CAR) which consists of two cycles with four meetings each, was carried out in the first semester of August 2021. The subjects of this research were class VIII 8 students consisting of 5 female students and 11 female students. The data collection technique used sheets observations, project assignments, learning achievement tests, questionnaires, interviews and photos. From the results of the questionnaire, students' attitudes towards Cube and Block learning by implementing STEAM Project Based Learning assisted 4D frame are mostly good and very good. Knowledge learning outcomes have also increased. The average score of the pre-action learning outcomes test was 69.06 with achievement B study 68.75%. In cycle 1 learning achievement increased to 75% with an average learning achievement test of 75.31 and in cycle 2 learning achievement increased again to 87.5% with an average learning achievement of 81.25. In skills competency, the average project outcome increased to 78.50 in cycle one and increased again to 87.50 in cycle two.
基于日本STEAM项目的学习“Taman迷你免疫助推器数字berbase QR码Berbantuan 4DFrame”
本研究的目的是通过实施基于STEAM项目的学习“基于二维码辅助4DFrame的迷你免疫助推器数字公园”来提高学生在方块和方块材料方面的学习成果。本次课堂行动研究(CAR)由两个周期组成,每个周期四次会议,于2021年8月的第一个学期进行。本研究的对象为八年级8名学生,其中女学生5名,女学生11名。数据收集技术使用了表格观察、项目作业、学习成绩测试、问卷调查、访谈和照片。从问卷调查的结果来看,学生对实施STEAM Project Based learning辅助4D框架进行Cube和Block学习的态度大多是好的和非常好的。知识学习成果也有所提高。行动前学习成果测验平均得分为69.06分,成绩B组平均得分为68.75%。第1周期学习成绩提高到75%,平均学习成绩为75.31;第2周期学习成绩再次提高到87.5%,平均学习成绩为81.25。在技能胜任力方面,平均项目结果在第一个周期增加到78.50,在第二个周期再次增加到87.50。
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