art and mathematics
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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 ◽  
Author(s):  
Nury Vargas Hernandez ◽  
Jeannette Vargas Hernández ◽  
Rosa Hidalgo Chincilla

2021 ◽  
Author(s):  
Aji Sofanudin ◽  
rahmawati prihastuty ◽  
Nugroho Eko Atmanto

Penelitian ini bertujuan untuk mengetahui praktik terbaik pengelolaan madrasah di Yogyakarta. Penelitian ini dilakukan dengan menggunakan metode kualitatif studi kasus pada MI Wahid Hasyim Yogyakarta. Hasil penelitian menunjukkan bahwa pengelolaan pada MI Wahid Hasyimterintegrasi dengan Ponpes Wahid Hasyim. Madrasah ini mengikuti seluruh kebijkaan yang diterapkan dinas pendidikan, kebijakan kantor kementerian agama, serta aturan Pondok Pesantren Wahid Hasyim. Rintisan MI Wahid Hasyim berdiri sejak tahun 1966, dengan nama MI Ma’arif Gaten di bawah pengelolaan LP Ma’arif. Tahun 1995 berubah menjadi MI Wahid Hasyim dibawah pengelolaan pesantren. Sejak tahun 2018 ruang belajar MI Wahid Hasyim berpindah dari pesantren, Jl Wahid Hasyim No 3 ke Gedung MI yang baru di Jl Cendrawasih No 1 Condongcatur menempati tanah desa. Jumlah siswa MI sebanyak 224 anak; sebagian mengikuti pembelajaran full day dan sebagian (sekitar 40 %) adalah mondok. Jumlah SDM pendidik dan tenaga kependidikan secara formal berjumlah 24 guru, tetapi secara faktual jumlahnya lebih banyak karena dibantu oleh para mahasantri PP Wahid Hasyim. Berdasarkan data dokumen diperoleh informasi bahwa pembelajaran pada MI Wahid Hasyim menggunakan STEAM (science, technology, engginering, art and mathematics) pada lintas ilmu yang dapat membentuk pola pikir logis dansistematis dalam rangka mencapai visi “moslem generation, future leader”


Mathematics ◽  
2021 ◽  
Vol 9 (13) ◽  
pp. 1517
Author(s):  
Andrés F. Arias-Alfonso ◽  
Camilo A. Franco

This study was developed during 2018 and 2019, with 10th- and 11th-grade students from the Jose Maria Obando High School (Fredonia, Antioquia, Colombia) as the target population. Here, the “art as a method” was proposed, in which, after a diagnostic, three moments were developed to establish a dialogue between art and mathematics. The moments include Moment 1: introduction to art and mathematics as ways of doing art, Moment 2: collective experimentation, and Moment 3: re-signification of education as a model of experience. The methodology was derived from different mathematical-based theories, such as pendulum motion, centrifugal force, solar energy, and Chladni plates, allowing for the exploration of possibilities to new paths of knowledge from proposing the creative act. Likewise, the possibility of generating a broad vision of reality arose from the creative act, where understanding was reached from logical-emotional perspectives beyond the rational vision of science and its descriptions.


2020 ◽  
Vol 4 (2) ◽  
pp. 35-50
Author(s):  
Antonio García-Carmona

Se presenta un ensayo sobre la irrupción del movimiento STEAM (science, technology, engineering, art and mathematics) en el contexto educativo español. El ensayo, de naturaleza crítica y reflexiva, se construye desde la mirada particular, pero informada, de un educador de profesorado de ciencia, que analiza la aportación, pertinencia y viabilidad del movimiento STEAM en el complejo proceso de mejora que requiere la educación científica básica en España. Para ello, se empieza con una reflexión en torno al significado del acrónimo inglés y su relación con el tradicional ámbito curricular científico-tecnológico. Luego se discute sobre la perspectiva de STEAM como posible enfoque educativo, la analogía escolar del STEAM profesional y las competencias STEAM. A continuación, se analiza el encuadre del movimiento STEAM con la concepción tradicional de la enseñanza de la ciencia. Se termina con una reflexión global acerca de las perspectivas que podrían augurarse respecto a STEAM como enfoque educativo en el contexto español actual.


2020 ◽  
Vol 9 ◽  
pp. 365
Author(s):  
Luísa Sprenger de Oliveira ◽  
Esoline Helena Cavalli Zamarian

Instigar práticas e cuidados com o meio ambiente, para formar jovens e adultos mais conscientes da sua responsabilidade com o mundo e engajados com a preservação da natureza, é fundamental para o futuro do nosso planeta. Com este intuito, este trabalho propôs-se a criar um brinquedo pedagógico para desenvolver a consciência ambiental, auxiliando educadores na missão de transmitir o pensamento ecológico, tendo a tecnologia como ferramenta aliada a esse objetivo. A partir da análise dos métodos de aprendizagem STEAM (Science, Technology, Engineering, Art and Mathematics) e do movimento Maker, que buscam na criatividade e no pensamento crítico a resolução de problemas, e do uso de módulos eletrônicos da empresa Microduino, aplicou-se a metodologia de design proposta por Löbach para analisar informações, desenvolver alternativas e solucionar o produto. Como resultado desenvolveu-se o brinquedo “Construa uma casa sustentável”, que traz desafios para questões de gerenciamento de resíduos, economias e usos racionais de energia e água, bem como o do uso de agrotóxicos, que são solucionados a partir de módulos de papelão disponíveis para a fabricação digital juntamente com outros materiais alternativos reutilizáveis. O brinquedo experimentado por crianças de 10 a 14 anos cumpriu com o objetivo proposto.  


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