Articles

The Development of RBL-STEAM Learning Materials to Improve Student’s Metaliteracy Thinking Skills in Solving RVAC Problems and It’s Application on Design Motif Batik

Education is a milestone in the development of every individual’s mindset. With the development of the times, it is necessary to adjust in the field of education. One way is by developing learning tools using the research-based learning-STEAM model which aims to improve students’ meta literacy thinking skills. The method to be used in this research is a mixed method and the research procedure to be used, namely in the form of 4D development research consists of the defining stage, the design stage, the development stage, and the dissemination stage. From the device development process, the validation score obtained in each device is 3.6 for RTM, 3.5 for LKM, 3.5 for meta literacy skills test, 3.5 for the response questionnaire, 3.5 for implementation observation, 3.4 for activity observation, and 3.56 for the questionnaire. The practicality test of the learning device obtained 3.89 with a percentage of 97.25%. The effectiveness test was divided into the completeness of the meta-literation skills test with 85% of students completed, analysis of student activities with 95.5% activity, and 81.8% for the results of positive student questionnaire responses. The device as a whole meets the criteria of validity, practicality, and effectiveness. Furthermore, the Chi-Square test was conducted. Chi-Square test results obtained Asymp. Sig. 0.004 <0.05, which means that there is an increase in the distribution of student meta-literacy skill test levels from those that tend to gather in low-medium thinking abilities with 17 low-level students and 10 medium-level students at the pre-test, to those that tend to gather in the medium-high meta literacy thinking category with 11 medium-level students and 12 high-level students at the post-test.

The Implementation of PBL-STEAM Equipped with JBatik Software as Learning Media to Enhance Students’ Creative Thinking Skills in Designing Batik Motifs of Indonesian Local Heritage

The aim of this research is to analyze the student’s creative thinking skills under the implementation of the Problem-Based Learning Model equipped with JBatik software. This study used a quantitative approach with a quasi-experimental design: pretest-posttest non-equivalent group design. The research respondents consisted of two classes: the control class with 31 students and the experimental class with 29 students. The research instruments used were interviews, questionnaires, observations, and creative thinking tests. Data analysis techniques used a one-way ANOVA test, LSD post hoc test, and independent sample t-test. The one-way ANOVA test results showed a sig value of 0.000 < 0.05, indicating a significant influence of applying the Problem-Based Learning Model Integrated with Information Technology on independence. The LSD post hoc test showed a mean difference between the experimental group of 9.600 and the control group of 5.067. The results showed that based on the independent sample t-test analysis on the post-test, there was a significant difference between the control class and the experimental class. It is due to the sig (2-tailed) score is 0.002 (p = <0.05). The qualitative analysis shows all the Pearson Correlation Coefficient values are less than 0.7. Based on this, there is no significant similarity between the interviews Thus, it can be concluded that the experimental group taught using the Problem-Based Learning Model Integrated with Information Technology has a better effect on independence compared to the control group taught using the Problem-Based Learning Model-STEM.

The Framework of Ethnomathematics Learning Activities Based on Majapahit Culture with STEAM Approach: Utilizing Used Cardboard for Miniature Building Media Development in Enhancing the Students’ Creative Thinking Abilities

Creative thinking is one of the 21st-century skills that can be developed through learning mathematics. Mathematics learning involves the culture students already know to facilitate students’ understanding. Mojokerto City carries the slogan Spirit of Majapahit, giving the city’s layout a nuance. The concept of two-dimensional and three-dimensional shapes with a Majapahit nuance can be used as a source of ethnomathematics learning to enhance creative thinking skills. Teaching about two-dimensional shapes can be used as teaching material to improve creative thinking skills. Creative thinking skills are an individual’s ability to find new ways, strategies, ideas, or concepts about how to obtain a solution to a problem. Students’ thinking skills may need to be higher. One reason is that the teaching methods used so far have yet to highlight the concept of two-dimensional shapes related to ethnomathematics. Therefore, this study will apply an ethnomathematics-based learning activity framework based on the Majapahit culture with a STEAM approach by using cardboard to make miniature buildings to improve students’ creative thinking skills. The most suitable approach is STEAM since it integrates five disciplines to enhance further creative thinking skills in solving problems related to two-dimensional and spatial constructions.