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Development of STEAM-based project book to increase students^ creativity
Menza Hendri (a), Dian Pertiwi Rasmi (a*),

a) Department of Physics Education, Faculty of Teacher Training and Education, Universitas Jambi, Indonesia.
Corresponding author: dianrasmi[at]unja.ac.id


Abstract

The background of this research is the problem of implementing learning which is carried out by blended learning. There are many difficulties in delivering learning caused by teaching materials that do not meet the needs of these students. Creating a STEAM-based project book (Science, Technology, Engineering, Art and Mathematics) to increase student creativity will be very helpful in the independent learning process. The independent learning process is useful for understanding concepts and training students^ creativity in completing physics learning projects independently. This research is a development research (Research and Development) using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research instruments used were validation sheets, interviews, and questionnaires. Product trials were conducted at SMAN 3 Jambi City and SMAN 11 Jambi City. The results showed that the feasibility assessment by the material expert, the feasibility assessment by the media expert, and a questionnaire on the students^ perceptions of the product reached very good criteria and the product was feasible to use. The results of the assessment of student responses to the STEAM-based project book using a questionnaire overall are 3.5 with a very good category. Based on the results of the assessment, it can be concluded that the project book based on STEAM (Science, Technology, Engineering, Art and Mathematics) is used to increase student creativity and can be used as a learning resource.

Keywords: Project Book- STEAM- Creativity

Topic: Physics Education

Plain Format | Corresponding Author (Dian Pertiwi Rasmi)

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