STEAM learning arises in response to the need to enhance students' interests and skills in the fields of Science, Technology, Engineering, and Mathematics (STEM). STEAM combines "arts" with STEM learning for the purpose of increasing student involvement, creativity, innovation, problem solving skills, and other cognitive benefits, and to improve work skills (eg teamwork, communication, adaptability) necessary for career and economic progress. Education for Sustainable Development (ESD) is Education for Sustainable Development empowering students to take responsible decisions and actions for environmental integrity, fair economic and community viability, for present and future generations, while respecting cultural diversity. STEAM learning with ESD is expected upgrade student creativity so that student can to finish the problem without sacrifice environment. The purpose of this research study is to find out the students' creative thinking abilities on the concept of polymers by using STEAM Approuch with ESD. The subjects of the research were students of class XII MIPA 4 of SMA Negeri 1 Bantarbolang. The preliminary study was conducted in the 2019/2020 semester 2 academic year. The data used the creative thinking ability test method and the creative attitude questionnaire sheet. After being collected it was analyzed and it was found that the achievement of creative thinking abilities of students amounted to 29.19 (36.5%) while the attainment of students' creative attitudes was 54.53 (74.65%).
Learning using learning media is very helpful for students in understanding the subject matter. However, many learning media are not yet able to involve students actively involved in learning. The purpose of this research is to develop and implement KOKAMI learning media in the learning process. The results showed that the media developed is very feasible and able to improve students' learning outcomes, critical thinking skills and improve students' learning activities. This learning medium is very suitable to be applied in the implementation of the current curriculum.
Learning is an ongoing process of activity in the context of constructive change in children's behavior. Learning interest is a person's interest in a lesson that encourages him to study and pursue that lesson. The world of children is a world of play. Children have a great curiosity about something new. The importance of paying attention to children's interest in learning in participating in learning activities requires the right stimulus. Of course, in a way that suits the child's growth and development. Community reading gardens regarding the duties and functions of community reading gardens in improving children's learning abilities. And it needs to be known that one of the factors that influence children's interest in learning is how a teacher or parent is able to package learning activities that can be a special attraction for children in these learning activities. Therefore, in this study, he wanted to try to instill children's interest in learning by using learning while playing. This research was conducted at Saung Baca Kragilan, Gelingseng Village.
This study aims to obtain data on the effect of using Quizizz media on student history learning outcomes at SMA Negeri 10 Jakarta. This research uses experimental research methods. The research design used was True Experimental Design, and the type was Pretest-Posttest Control Group Design. The population in this study were students of class X which consisted of 5 classes, and 2 majors. The research sample is class X IPS 3 as the experimental class, and X MIPA 2 as the control class. Based on statistical calculations, the results obtained 2.896, and the value ofm 1.995 with a 95% confidence level (α=0.05). Based on these calculations, it can be concluded that the value of > (Ho is rejected and H1 is accepted). With the results of these calculations, it can be said that the use of Quizizz media has an effect on student history learning outcomes at SMA Negeri 10 Jakarta.Penelitian ini bertujuan untuk memperoleh data tentang pengaruh penggunaan media Quizizz terhadap hasil belajar sejarah siswa di SMA Negeri 10 Jakarta. Penelitian ini memakai metode penelitian eksperimen. Desain penelitian yang digunakan adalah True Experimental Design, dan jenisnya adalah Pretest-Posttest Control Group Design. Populasi pada penelitian ini merupakan siswa kelas X yang terdiri dari 5 kelas, dan 2 jurusan. Sampel penelitiannya ialah, kelas X IPS 3 sebagai kelas eksperimen, dan X MIPA 2 sebagai kelas kontrol. Berdasarkan perhitungan statistic, didapatkan hasil 2,896, dan nilai 1,995 dengan tingkat kepercayaan 95% . Berdasarkan perhitungan tersebut, dapat disimpulkan bahwa nilai > . Dengan hasil perhitungan tersebut dapat dikatakan bahwa, penggunaan media Quizizz berpengaruh terhadap hasil belajar sejarah siswa di SMA Negeri 10 Jakarta.
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