scholarly journals Electronic Development of Student Worksheets Based on Science, Technology, Engineering, Art, and Mathematics to Improve Creative Thinking Ability of Class V Elementary School Students in Science Learning

2022 ◽  
Vol 9 (1) ◽  
pp. 142-150
Author(s):  
Kinanti Andartiani ◽  
Sri Sulistyorini ◽  
Yuli Kurniawati S Pranoto

This study aimed to analyze the validity, effectiveness, and practicality of the E-LKPD (Electronic Student Worksheet) to improve the creative thinking skills of fifth grade students at SDN 1 Kutoharjo and SDN 2 Kutoharjo after participating in STEAM-based learning (Science, Technology, Engineering, Art, and Mathematics). This study used research and development procedures with reference to the 4D model (Define, Design, Develop, and Disseminate) but this research was only up to the develop stage. The research design used was "One Groups Pretest-Posttest Design" with 72 students as research subjects. The research instrument used was observation sheet, interview sheet, expert validation test sheet, written test (pretest and posttest), and questionnaire sheet (questionnaire). The results of the research, it can be analyzed that the validity of the E-LKPD according to the material expert validator is 91.6 in the very valid category, the media expert validator was 75 in the valid category, and the language expert validator was 85 in the very valid category. The effectiveness of E-LKPD according to the results of the N-Gain test calculation of 0.61 was included in the category of quite effective and showed that there was a significant increase in creative thinking skills before and after using STEAM-based E-LKPD with 91% classical completeness results with complete criteria. STEAM-based E-LKPD was declared practical according to the results of teacher and student respondents which showed that teacher respondents scored 83 and 80 in the very attractive category and student respondents produced an average score of 81 in the very attractive category. The conclusion of the research was the development of STEAM-based E-LKPD was suitable for distance learning activities and can improve students' creative thinking skills. Keywords: E-LKPD IPA, STEAM, Creative Thinking.

2021 ◽  
Vol 2 (1) ◽  
pp. 102-115
Author(s):  
Risky Dwiprabowo

 The purpose of this study was to describe the creative thinking profile of students in solving multiples and number factors for class V SDN Rejosari 1, Magetan Regency. The approach used in this study is a qualitative approach that seeks to analyze the profile for students' thinking in completing operations on integers. The research subjects were fifth grade students of SDN Kawedanan 2, Magetan Regency. The technique of determining the subject with the subject who chose 6. Interview data techniques in the form of tests and interviews. Data analysis techniques are performed by data reduction, data presentation and levers or levers. The data validity technique was done by triangulating data sources. The results showed that the profiles of elementary school students' creative thinking in completing multiples and number factors in fluent thinking skills research provided a lot of information in solving problems with sufficient ability. In flexible thinking skills, there are different ways to solve problems with sufficient ability. In the illumination stage, finding new concepts or new ideas to solve problems with less abilities. In the understanding step, finding and compiling elementary students' problems in fluent thinking skills, namely sparking many ideas in solving problems with sufficient ability and in thinking skills, namely different thinking difficulties to solve problems with sufficient ability In the problem planning step and developing problem-solving strategies for elementary students on fluent thinking skills, namely sparking many ideas in solving problems with sufficient ability, on different thinking skills to solve problems with sufficient tendencies, and at the illumination stage, finding new concepts. or new ideas to solve the problem are less likely to be.


2021 ◽  
Vol 5 (1) ◽  
pp. 1-18
Author(s):  
Anugrah Agustina ◽  
Yuni Sri Rahayu ◽  
Yuliani Yuliani

Existing learning has not fully facilitated 4C (critical thinking, communication, collaboration, and creativity) skills and there are obstacles for students to encounter in studying biology, especially the material about plant tissue. It happens due to various limitations in achieving basic competency skills. One of the learning approaches that can be used to support 4C skills is the STEM approach which is supported by student worksheets (SW) to guide the learning process. The purpose of this study was to measure the effectiveness of STEM-based SW to train students' creative thinking skills. The research method used is descriptive quantitative and qualitative with one group pre-test and post-test design. The research subjects were 21 students of XI grades at SMAK St.Hendrikus. Data analysis of the N-Gain test of creative thinking skills obtained an average N-gain of 0.7 with a medium category. The N-Gain analysis of creative thinking skills using the T-Test with a sig. (2-tailed) value of 0.000 indicates that STEM-based worksheets are effective in training students' creative thinking skills.


Author(s):  
Radiah

This research aims to developing the Biology Test of Creative Thunking-Torrance Test (BTCT-TT) assessment in studying Biology for high school student in grade 11. This type of research is Research& Development (R & D) with 4D (Define, Design, Develop, and Disseminate). This study have develodped 37 items that are valid and reliabel. BTCT-TT was tested on 150 high school students, the results showed the average score of students’ creative thinking skills was significantly releted to students who received BTCT-TT assessment and Conventional assessment.   Keywords: Biology Test of Creative Thinking-Torrance Test (BTCT-TT), Creative Thinking


2020 ◽  
Vol 9 (1) ◽  
pp. 87-97
Author(s):  
Ade Febri ◽  
Sajidan Sajidan ◽  
Sarwanto Sarwanto ◽  
Dewanto Harjunowibowo

Learning trends in the 21st-century require students to have the ability to sort appropriate information from certain sources. To do this, students must have critical thinking skills. One of the learning models that can facilitate students to think critically is a guided-inquiry lab. Thus, the purpose of this study was to quantitatively analyze the impact of the implementation of the guided-inquiry lab model on students' critical thinking skills on mechanics material. A pre-experimental method employing one group pretest-posttest only design was applied to obtain students' critical thinking skills data before and after the implementation of the guided-inquiry lab model. A total of 32 students from a junior high school in the city of Karanganyar, Central Java, were involved as the samples in this study. The data obtained were then analyzed using N-gain calculations. Based on the data analysis, there are 81.25% of students have medium creative thinking skills after being taught with a guided-inquiry lab, meaning there is an increase in the average score of students after being taught using a guided-inquiry lab model. It can be concluded that the implementation of the guided-inquiry lab model is effective to improve students' critical thinking skills


2020 ◽  
Vol 1 (1) ◽  
pp. 75-88
Author(s):  
Enny Zarvianti ◽  
Desrianti Sahida

The designing of high school / Islamic high school physics comic teaching materials has been done to improve students' critical thinking skills in Newton's Law material. The purpose of this research is to determine to develop a physics comic for high school / Islamic high school based on problem-based learning (PBL) to improve the creative thinking skills of students at MAN Sebukar. The research method used is the research and development method, namely the 4D development method which consists of 4 phases: defining, designing, developing and disseminating. At the defining stage, need analysis on curriculum, students, and materials were carried out. The designing stage was done by designing high school / Islamic high school physics comics based on problem based learning to improve students' creative thinking skills. At the developing stage, validity, practicality and effectiveness tests were carried out. Furthermore, the disseminating stage also carried out the practicality and effectiveness tests. At the defining stage, the analysis on results of the students’ score showed the low acquisition of students competencies is due to the low creative thinking skills of students, so a teaching material is designed that is in accordance with the student's needs, materials, and learning objectives that is expected to improve students’ learning competence, namely physics comics for senior high school students/Islamic senior high school students. Furthermore, at the designing stage, an initial draft of PBL-based for / Islamic high school physics comics was made in accordance with the curriculum used in the school where the research was conducted. And in the next stage, namely the developing stage, the analysis results were obtained from the development of physics comics for high school / Islamic high school which have valid (0.85), practical (94.67%), and effective criteria for skill assessment that are judges as very good category. And the final stage after developing stage, namely the disseminating stage, researchers carried out practicality and effectiveness tests in different classes and the practicality test results were obtained in the very practical category, namely 94.33% from students’ response questionnaires and effectiveness test results from the assessment of students knowledge with a percentage of completeness reaching 82.33. % in the very good category, the students' attitude competency reached an average score of 87.43% in the very good category, the skills competency reached an average score of 89.17% with the very good category. The designing of PBL-based high school / Islamic high school physics comics is able to improve students' creative thinking skill since it eventually gives impact on students’ scores.


2021 ◽  
Vol 6 (1) ◽  
pp. 117-124
Author(s):  
Yuwita Novyanti ◽  
Henita Rahmayanti ◽  
Sylvira Ananda Azwar ◽  
Ilmi Zajuli Ichsan ◽  
Charanjit Kaur Swaran Singh ◽  
...  

Flooding that occurred recently has become a very detrimental disaster for the victims. This flood disaster is still a concern for people in Indonesia. Flood mitigation needs to be done to all levels of society, especially vocational school students. Vocational school students must be responsive in any situation because, after graduation, they are ready to work. Disaster mitigation is essential to be included in learning at school. Disaster mitigation is also related to the Higher-Order Thinking Skills (HOTS) to always be ready and alert. In measuring vocational school students' understanding of disaster mitigation, initial research was carried out related to disaster mitigation and HOTS. The research subjects were 100 students of Vocational School in Jakarta who were randomly selected. This study used Google Forms as a data collection technique. The results showed that the students’ HOTS score was still low. The results showed that the Students’ HOTS scores on flooding were still low. The average score obtained by the whole students was 43.34. The male students obtained 30.27, and the female students obtained 45.97. All schools in Indonesia should implement early mitigation education that is integrated with HOTS learning.


2021 ◽  
Vol 2 (1) ◽  
pp. 9-14
Author(s):  
Visca Elya Anastasya ◽  
Ristiyani Ristiyani ◽  
Nur Fajrie

The purpose of this study iwas to analyze the ludo game as an effort to improve the creative thinking skills of elementary school students. Research conducted using classroom action research. The study was conducted in two cycles. The subject of research is the fifth grade students of SDN Jakenan with 24 students. Data colectiontechniques used are observation, interviews, evaluation test and documentation. The validity of the data used expert judgment techniques. Analysis of the data used is the analisysis of qualitative and quantitative data.Based on the aspect of creative thinking the value in the cycle I obtained an average of 76,79 in Indonesia content and IPS content an average of 79,37. Cycle II the value of Indonesian Content gained an average of 81 and the IPS content obtained an average value of 86,37. Whereas the ludo game obtained an average in cycle I of 74% and cycle II gained an average of 82%.


Sign in / Sign up

Export Citation Format

Share Document