Pengembangan e-Modul dengan pendekatan STEAM untuk meningkatkan kemampuan berpikir kreatif matematis siswa

Sigit Priyatno

Abstract


This research aims to produce a learning media product in the form of an electronic mathematics module with a STEAM approach to improve high school students' mathematical creative thinking abilities. This e-module has gone through a validation and testing process so that it is suitable and effective for use in learning the basic rules of sines and cosines. The research and development method used by researchers is Research and Development (R&D) with the ADDIE model. The reason for choosing this research model is because the model is specifically for multimedia development. This research was conducted at SMA Negeri 1 Semarang involving 36 students of class The results show that the module is suitable for use based on expert validation in the very feasible category and supported by student responses in the very good category. Students' mathematical creative thinking abilities increased with an N-gain of 0.59 with medium criteria. This Mathematics E-Module with a STEAM approach to improve creative mathematical thinking skills is suitable for use as a companion to textbooks at school.

Keywords


E-modul, STEAM, Berpikir Kreatif Matematis



DOI: https://doi.org/10.24176/anargya.v6i2.12028

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Anargya : Jurnal Ilmiah Pendidikan Matematika is licensed under a Creative Commons Attribution 4.0 International License.

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