Development and Effectiveness of STEAM-C Integrated Learning Devices to Improve Students' Creative Thinking Skills in Specific Cultural Context

Q3 Social Sciences
D. Apriandi, I. Krisdiana, Edy Suprapto, Bima Adi Megantara
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引用次数: 0

Abstract

Good learning devices greatly assist teachers in conveying the process of seeking knowledge to students. This study aimed to develop a STEAM-C (Science, Technology, Engineering, Art, Mathematics and Culture) integrated learning device in Masjid Kuno Taman, Indonesia to improve students' creative thinking skills. The learning devices included lesson plans, modules, and student worksheets. This research and development (R&D) used the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Subjects (n = 84) were selected by the cluster sampling method. The data collection techniques were focus group discussion (FGD), observation, tests, and questionnaires. The trial of using the product was carried out on mathematics teachers and students at SMP 10 Madiun and SMP 12 Madiun for the academic year 2021/2022, with a total of three teachers and 84 students. The results showed that the degree of validity of the learning devices was in the good category, as was the level of practicality seen in the presentation, use, time and readability. Furthermore, as seen from the four indicators, the devices developed effectively improve students' creative thinking skills, namely fluency in the high category and flexibility, elaboration, and originality in the medium category. As a result, the STEAM-C integrated learning device is recommended for use in mathematics learning to help students improve their creative thinking skills. Implications have been drawn, based on this research and other recent research in this area, for specific ‘learning designs’ in specific social contexts.
特定文化背景下提高学生创造性思维能力的 STEAM-C 综合学习设备的开发和有效性
好的学习设备能极大地帮助教师向学生传递求知过程。本研究旨在印度尼西亚的库诺塔曼清真寺(Masjid Kuno Taman)开发一种STEAM-C(科学、技术、工程、艺术、数学和文化)综合学习设备,以提高学生的创造性思维能力。学习设备包括教案、模块和学生作业纸。此次研发(R&D)采用了 ADDIE 开发模式(分析、设计、开发、实施和评估)。研究对象(n = 84)通过聚类抽样法选出。数据收集技术包括焦点小组讨论(FGD)、观察、测试和问卷调查。该产品的试用对象是 2021/2022 学年马迪恩第 10 和第 12 中学的数学教师和学生,共有 3 名教师和 84 名学生。结果表明,学习工具的有效性属于良好范畴,在呈现、使用、时间和可读性方面的实用性也属于良好范畴。此外,从四项指标来看,所开发的学习工具有效地提高了学生的创造性思维能力,即流畅性处于高水平,灵活性、详尽性和独创性处于中等水平。因此,建议在数学学习中使用 STEAM-C 综合学习装置,帮助学生提高创造性思维能力。根据这项研究和这一领域的其他最新研究,为特定社会背景下的具体 "学习设计 "提供了启示。
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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来源期刊
Journal of Learning for Development
Journal of Learning for Development Social Sciences-Education
CiteScore
1.90
自引率
0.00%
发文量
0
审稿时长
24 weeks
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