{"title":"基于STEAM的电子学习设备开发,以提高学习兴趣和结果","authors":"H. Herlina, Ramlawati Ramlawati, H. Hasri","doi":"10.26858/cer.v5i2.32731","DOIUrl":null,"url":null,"abstract":"This study is a development research that aims to produce STEAM-based electronic learning device on colloid material to increase student’s interest and learning achievement that are valid, practical and effective. The development model uses the ADDIE development model which consists of 5 stages : (1) the analysis phase includes curriculum analysis, student analysis, concept analysis, formulation of learning objectives, and task analysis; (2) the design, which includes the stage of selecting the format and initial design of the RPP, e-module and E-LKPD using the Canva application; (3) the device development stage by integrating STEAM aspects and following the Project Based Learning (PjBL) syntax; (4)the deployment stage is the testing phase of learning tools that have been validated by experts and have been revised by developers; (5) the evaluation phase includes the evaluation of learning devices after going through the trial phase. Analysis of the results of the validation of RPP, e-Modul and e-LKPD based on the STEAM PjBL model, namely 3.53; 3.80; and 3.77 very valid categories. Practical based on the practicality test by looking at the implementation of STEAM-based learning the PjBL model has an average value of M = 1.87 which means that it is fully implemented; the responses of students and teachers were very positive with a percentage of 90.91% and 85.25%. Learning Devices also meet the effective criteria because the class completeness reaches 84.85% and the n-gain results in increasing interest in learning are in the medium criteria.","PeriodicalId":270408,"journal":{"name":"Chemistry Education Review (CER)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Pengembangan Perangkat Pembelajaran Elektronik Berbasis STEAM untuk Meningkatkan Minat dan Hasil Belajar\",\"authors\":\"H. Herlina, Ramlawati Ramlawati, H. Hasri\",\"doi\":\"10.26858/cer.v5i2.32731\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study is a development research that aims to produce STEAM-based electronic learning device on colloid material to increase student’s interest and learning achievement that are valid, practical and effective. The development model uses the ADDIE development model which consists of 5 stages : (1) the analysis phase includes curriculum analysis, student analysis, concept analysis, formulation of learning objectives, and task analysis; (2) the design, which includes the stage of selecting the format and initial design of the RPP, e-module and E-LKPD using the Canva application; (3) the device development stage by integrating STEAM aspects and following the Project Based Learning (PjBL) syntax; (4)the deployment stage is the testing phase of learning tools that have been validated by experts and have been revised by developers; (5) the evaluation phase includes the evaluation of learning devices after going through the trial phase. Analysis of the results of the validation of RPP, e-Modul and e-LKPD based on the STEAM PjBL model, namely 3.53; 3.80; and 3.77 very valid categories. Practical based on the practicality test by looking at the implementation of STEAM-based learning the PjBL model has an average value of M = 1.87 which means that it is fully implemented; the responses of students and teachers were very positive with a percentage of 90.91% and 85.25%. Learning Devices also meet the effective criteria because the class completeness reaches 84.85% and the n-gain results in increasing interest in learning are in the medium criteria.\",\"PeriodicalId\":270408,\"journal\":{\"name\":\"Chemistry Education Review (CER)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-04-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Chemistry Education Review (CER)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26858/cer.v5i2.32731\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Chemistry Education Review (CER)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26858/cer.v5i2.32731","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
摘要
本研究是一项开发研究,旨在生产基于steam的胶体材料电子学习装置,以提高学生的学习兴趣和学习成果,有效、实用、有效。开发模型采用ADDIE开发模型,分为5个阶段:(1)分析阶段包括课程分析、学生分析、概念分析、学习目标制定、任务分析;(2)设计,包括使用Canva应用程序对RPP、e-module和E-LKPD进行格式选择和初步设计阶段;(3)通过整合STEAM方面并遵循基于项目的学习(Project Based Learning, PjBL)语法,进入设备开发阶段;(4)部署阶段是学习工具经过专家验证和开发人员修改的测试阶段;(5)评价阶段包括经过试用阶段后对学习器具的评价。基于STEAM PjBL模型的RPP、e- module和e-LKPD验证结果分析,即3.53;3.80;3.77个非常有效的分类。实用性基于实用性测试,通过观察基于steam的学习的实现,PjBL模型的平均值M = 1.87,这意味着它是完全实现的;学生和教师的反应非常积极,分别为90.91%和85.25%。学习设备也符合有效标准,因为类完备性达到84.85%,n-增益结果增加了学习兴趣,处于中等标准。
Pengembangan Perangkat Pembelajaran Elektronik Berbasis STEAM untuk Meningkatkan Minat dan Hasil Belajar
This study is a development research that aims to produce STEAM-based electronic learning device on colloid material to increase student’s interest and learning achievement that are valid, practical and effective. The development model uses the ADDIE development model which consists of 5 stages : (1) the analysis phase includes curriculum analysis, student analysis, concept analysis, formulation of learning objectives, and task analysis; (2) the design, which includes the stage of selecting the format and initial design of the RPP, e-module and E-LKPD using the Canva application; (3) the device development stage by integrating STEAM aspects and following the Project Based Learning (PjBL) syntax; (4)the deployment stage is the testing phase of learning tools that have been validated by experts and have been revised by developers; (5) the evaluation phase includes the evaluation of learning devices after going through the trial phase. Analysis of the results of the validation of RPP, e-Modul and e-LKPD based on the STEAM PjBL model, namely 3.53; 3.80; and 3.77 very valid categories. Practical based on the practicality test by looking at the implementation of STEAM-based learning the PjBL model has an average value of M = 1.87 which means that it is fully implemented; the responses of students and teachers were very positive with a percentage of 90.91% and 85.25%. Learning Devices also meet the effective criteria because the class completeness reaches 84.85% and the n-gain results in increasing interest in learning are in the medium criteria.