Development of Android-Based Interactive Learning Media with STEM Nuances to Improve Creative Thinking Skills of Grade VIII Students

##plugins.themes.academic_pro.article.main##

Fatimah Nurul Hidayah
Hery Sutarto

Abstract

This research aims to develop android-based interactive learning media with STEM nuances to improve students' creative thinking skills that are feasible and effective. The learning media was developed using iSpring software. This software is integrated with Microsoft Powerpoint which can make the learning media more interactive. The final form of learning media is an android application. The learning media is given STEM nuances and activities to facilitate students' creative thinking skills. STEM is a learning approach that connects science, technology, engineering, and mathematics. The indicators of creative thinking skills used are fluency, flexibility, originality, and elaboration. The development model used in this research is 4D (Define, Design, Development, Disseminate), but only up to the development stage. This research produces android-based interactive learning media with STEM nuances to improve the creative thinking skills of junior high school students in grade VIII that are feasible and effective. Media and material validation respectively obtained a score of 91.5% and 91.2% which included a very feasible category. The effectiveness of the media is shown in the improvement of students' creative thinking skills. The N-Gain test obtained shows that the increase in students' abilities has increased which is classified as moderate.

##plugins.themes.academic_pro.article.details##

How to Cite
Hidayah, F. N., & Sutarto, H. (2023). Development of Android-Based Interactive Learning Media with STEM Nuances to Improve Creative Thinking Skills of Grade VIII Students. Unnes Journal of Mathematics Education, 12(2), 187-195. https://doi.org/10.15294/ujme.v12i2.75730

References

Bahrum, S. (2018). Integration of STEM Education in Malaysia and Why to STEAM. International Journal of Academic in Business and Social Sciences, 7(6), 644–654. https://doi.org/10.6007/IJARBSS/v7-i6/3027
Budiman, I. A., Haryanti, Y. D., & Azzahrah, A. (2021). Pentingnya Media Aplikasi Android Menggunakan Ispring Suite 9 Pada Pembelajaran Daring Terhadap Motivasi Belajar Siswa. In Prosiding Seminar Nasional Pendidikan, 3, 144–150.
Ejiwale, J. A. (2013). Barriers to Successful Implementation of STEM Education. Journal of Education and Learning, 7(2), 63–74.
Florida, R., Mellander, C., & KIng, K. (2015). The Global Creativity Indeks 2015. Martin Prospery Institute, 53–60. http://martinprosperity.org/media/Global-Creativity-Index-2015.pdf
Handayani, D., & Rahayu, D. V. (2020). Pengembangan Media Pembelajaran Interaktif Berbasis Android Menggunakan ISpring san APK Builder. MATHLINE: Jurnal Matematika DanPendidikan Matematika, 5(1), 12–26.
Jayanto, I. F., & Noer, S. H. (2017). Kemampuan Berpikir Kreatif dengan Pembelajaran Guided Discovery. Seminar Nasional Matematika Dan Pendidikan Matematika 2017, 245–255. https://doi.org/10.4324/9781315762470-33
Kemendikbud, B. (2019). Pendidikan di Indonesia: Belajar dari Hasil PISA 2018. In Pusat Penilaian Pendidikan Balitbang KEMENDIKBUD. Balitbang Publisher.
Nery, R. S., Sunardi, & Aprizal. (2021). Pengembangan Media Pembelajaran Interaktif Berbasis Android Menggunakan iSpring Untuk Materi Penyajian Data Di Kelas VII Sekolah Menengah Pertama. Jurnal Penelitian Pendidikan Matematika, 5(2), 112–124.
Niam, M. A., & Asikin, M. (2020). The Development of Science, Technology, Engineering, and Mathematics (stem)-Based Mathematics Teaching Materials to Increase Mathematical Connection Ability. 8(1), 153–167.
Nurdyansyah, & Fahyuni, E. F. (2016). Inovasi Model Pembelajaran (1st ed.). Nizamia Learning Center.
Nurfajriani, Halimah, N., & Hajar, S. (2020). Pengaruh Multimedia ISpring Presenter Berbasis Problem Based Learning terhadap Berpikir Kreatif Siswa pada Laju Reaksi. Seminar Nasional Kimia Dan Pendidikan Kimia, 194–200.
Octaviyani, I., Kusumah, Y. S., & Hasanah, A. (2020). Peningkatan Kemampuan Berpikir Kreatif Matematis Siswa Melalui Model Project-Based Learning dengan Pendekatan STEM. Journal on Mathematics Education Research, 1(1), 10–14.
Rachmantika, A. R., & Wardono. (2019). Peran Kemampuan Berpikir Kritis Siswa pada Pembelajaran Matematika dengan Pemecahan Masalah. PRISMA, Prosiding Seminar Nasional Matematika, 2, 439–443.
Rafiq, M., Sabil, H., & Ramalisa, Y. (2017). Pengembangan Media Pembelajaran Matematika Berbasis Pendekatan Saintifik dengan Powerpoint dan ISpring Suite pada Materi Perbandingan di Kelas VIII SMP Negeri 1 Kota Jambi. 1–9.
Suardipa, I. P. (2019). Kajian Creative Thinking Matematis dalam Inovasi Pembelajaran. Purwadita: Jurnal Agama Dan Budaya, 3(2), 15–22.
Sugianto, S. D., Ahied, M., Hadi, W. P., & Wulandari, A. Y. R. (2018). Pengembangan Modul IPA Berbasis Proyek Terintegrasi STEM pada Materi Tekanan. Journal of Natural Science Education Reseach, 1(1), 28–39.
Sugiyono. (2015). Metode Penelitian dan Pengembangan (Research and Development) untuk Bidang: Pendidikan, Manajemen, Sosial, Teknik. Alfabeta.
Suhirman. (2015). Pemanfaatan Teknologi Multimedia dalam Pembelajaran Pendidikan Agama Islam. MADANIA, 19(2), 215–223.
Sukestiyarno. (2020). Olah Data Penelitian Berbasis SPSS. Universitas Negeri Semarang.
Suryani, N., Setiawan, A., & Putria. (2018). Media Pembelajaran Inovatif dan Pengembangannya. PT. Remaja Rosdakarya.

Most read articles by the same author(s)