基于steam的学习应用对学生批判性思维能力的影响

M. Syukri, Zhaifatul Ukhaira, Z. Zainuddin, F. Herliana, N. M. Arsad
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引用次数: 0

摘要

印度尼西亚的学习过程并没有引导学生能够在高水平上思考,这导致印度尼西亚的教育质量仍然很低。本研究旨在确定基于steam的学习对学生批判性思维能力的影响。本研究为“前实验设计,一组前测后测设计”研究。使用的数据收集技术是一个测试问题(前测和后测)。结果表明:前测成绩最低为5分,最大值为50分;后测成绩最低为60分,最大值为95分,学生期末成绩的平均提高幅度大于前测成绩的平均提高幅度。数据分析结果显示Sig(双尾)值为0.000 0.05。这表明H0被拒绝,这表明学生的批判性思维结果存在差异。这表明通过应用基于steam的学习方法,学生的批判性思维得到了提高。这些差异可能是由于所使用的学习方法的差异造成的,在使用STEAM方法的后测中,在学习过程中,学生面临的问题必须与他们各自的小组朋友一起解决。此外,学生必须能够将科学概念与日常生活中的概念联系起来。根据所获得的研究结果,它表明实施基于steam的学习对学生的批判性思维技能有显著的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Influence of STEAM-Based Learning Application on Students' Critical Thinking Ability
The learning process in Indonesia has not directed students to be able to think at a high level which resulted in the quality of education in Indonesia is still quite low. This study aims to determine the effect of the application of STEAM-based learning on students' critical thinking skills. This research is a "pree experimental design with one group pretest-posttest design" study. The population of this study were all students of class XI IPA, totaling 3 classes. Sampling was done by means of simple random sampling so that the students of class XI IPA 1 SMAN 1 Baitussalam were obtained. The data collection technique used is a test question (pretest and posttest). The results showed that the Pre-test score obtained was a minimum of 5 and a maximum value of 50, while the Post-test score of at least 60 and a maximum value of 95, the average improvement of students on the final test was more than the average score of the pretest. The results of data analysis showed the value of Sig. (2-tailed) value 0.000 0.05. This shows that H0 is rejected which indicates that there are differences in students' critical thinking results. This shows an increase in students' critical thinking through the application of a STEAM-based learning approach. These differences can be caused by differences in the learning approaches used, where in the post-test using the STEAM approach, during the learning process students are faced with a problem that must be solved with their respective group friends. In addition, students must be able to connect science concepts with concepts found in everyday life. Based on the results of the research obtained, it shows that there is a significant effect of implementing STEAM-based learning on students' critical thinking skills.
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