Penerapan Pendekatan STEAM Berbasis Projek “Pendopo Joglo” Untuk Meningkatkan Keterampilan 4C Kelas VIII

Laila Wulandari

Abstract

Penerapan pendekatan  STEAM (5E = engage, explanation, exploration, elaboration, evaluation) berbasis projek “Pendopo Joglo” bertujuan untuk: meningkatkan keterampilan 4C (critical thinking, creative, collaborative, communicative) dan kemampuan kreativitas matematis peserta didik kelas VIIIA SMP Negeri 1 Magelang. Aplikasi praktis dalam pembelajaran menggunakan penelitian tindakan kelas sebanyak dua putaran. Setiap putaran terdiri dari empat tahap yaitu: rancangan, kegiatan, pengamatan, dan refleksi. Sasaran penelitian ini adalah siswa kelas VIIIA SMP Negeri 1 Magelang Semester 2 Tahun Ajaran 2018 – 2019. Data hasil belajar yang diperoleh berupa tes, lembar observasi, lembar kegiatan peserta didik, dan hasil produk projek. Peningkatan keterampilan 4C melalui lembar observasi dan peningkatan kemampuan kreativitas matematis melalui tes. Pada hasil analisis didapatkan bahwa keterampilan 4C peserta didik mengalami peningkatan sebesar 33,11% dari siklus I (51,27%) ke siklus II (84,38%). Dari hasil analisis kemampuan kreativitas matematis mengalami peningkatan rata-ratanya sebesar 5,8 dari siklus I (81,47) dengan ketuntasan 56,67% ke siklus II (87,27) dengan ketuntasan 83,33%. Pembelajaran matematika dengan pendekatan STEAM berbasis projek “Pendopo Joglo” dapat meningkatkan keterampilan 4C dan kemampuan kreativitas matematis. 

 The application of the STEAM approach (5E = engage, explanation, exploration, elaboration, evaluation) based on the project "Pendopo Joglo" aims to: improve 4C skills (critical thinking, creative, collaborative, communicative) and mathematical creativity abilities of class VIIIA students of SMP Negeri 1 Magelang . S Practical application in learning uses two rounds of classroom action research. Each cycle consists of four stages, namely: design, activity, observation, and reflection. The targets of this study were students of class VIIIA SMP Negeri 1 Magelang Semester 2 of the 2018-2019 academic year. The learning outcome data obtained were tests, observation sheets, student activity sheets, and project product results. Improving 4C skills through observation sheets and increasing mathematical creativity through tests. In the analysis, it was found that the 4C skills of students had increased by 33.11% from cycle I (51.27%) to cycle II (84.38%). From the results of the analysis of the ability of mathematical creativity has increased an average of 5.8 from cycle I (81.47) with 56.67% completeness to cycle II (87.27) with completeness 83.33%. Learning mathematics using the STEAM approach based on the "Pendopo Joglo" project can improve 4C skills and mathematical creativity abilities.

Keywords

STEAM; Projek; Keterampilan 4C

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References

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