PENGEMBANGAN PEMBELAJARAN STEAM BERBASIS DESAIN BERMAIN KREATIF UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS ANAK USIA DINI

ENDANG YANUARTINI RAHAYU, . (2023) PENGEMBANGAN PEMBELAJARAN STEAM BERBASIS DESAIN BERMAIN KREATIF UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS ANAK USIA DINI. Magister thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Tujuan penelitian ini untuk mengembangkan sebuah pembelajaran STEAM berbasis desain bermain kreatif, berupa video pembelajaran untuk guru Kota Bekasi Provinsi Jawa Barat. Penelitian Research and Development (R&D) dengan pendekatan ADDIE dengan analisis data deskriptif kuantitatif dan kualitatitf. Waktu penelitian dilaksanakan pada semester ganjil ditahun ajaran 2022/2023. Penentuan sampel menggunakan teknik Random sampling berjumlah 10 orang anak yang berusia 5-6 tahun dan 2 guru di lembaga non formal wilayah Bekasi Timur Kota Bekasi yaitu SPS Asoka (terakreditasi) sebagai sekolah yang menjadi uji coba dan implementasi pembelajaran STEAM berbasis bermain kreatif. Pengumpulan data dilakukan melalui penyebaran kuesioner yang didesain dalam bentuk skala Likert. Analisis data menggunakan uji t-tabel. Secara keseluruhan hasil penelitian menunjukkan bahwa pembelajaran STEAM dapat mengembangkan keterampilan berpikir kritis anak dilihat dari hasil persentase rata-rata observasi ke-1 sebesar 79,84% dan dilanjutnya dengan observasi ke-II sebesar 90,68%. Sedangkan skor observasi pertama dan observasi kedua menunjukkan perbedaan persentase kenaikan sebesar 11,32%. Hal ini menunjukkan perbedaan persentase kenaikan sebesar 11,32%. Artinya video tutorial dapat diterima sebagai salah satu media yang dapat digunakan untuk meningkatkan keterampilan berpikir kritis anak melalui pembelajaran STEAM. Dilihat dari perhitungan uji t-tabel disimpulkan bahwa video tutorial pembelajaran efektif untuk meningkatkan kemampuan berpikir kritis melalui pembelajaran STEAM pada anak usia dini rentang usia 5-6 tahun. Selanjutnya, berdasarkan hasil angket kelayakan video tutorial diperoleh persentase rata-rata pada guru pertama sebesar 85,71% dan pada guru kedua sebesar 88,57% dengan hasil meliputi kategori “Layak”. Sehingga, dapat disimpulkan bahwa video layak digunakan dalam pembelajaran STEAM untuk mengembangkan keterampilan berpikir kritis anak. Secara implikasi, untuk mengembangkan pemikiran kritis, salah satu dari empat keterampilan dasar (4C) pembelajaran STEAM, pendidik, peneliti, dan pembuat kebijakan menyediakan pengalaman belajar STEAM di indoor maupun outdoor bagi peserta didik. ***************** The purpose of this study was to develop STEAM learning based on design creative play in the form of learning videos for teachers in Bekasi City, West Java Province. Research and Development (R&D) research with the ADDIE approach with analysis of quantitative and qualitative descriptive data. When the research is carried out in the even semester of the 2022/2023 academic year. Determination of the sample using a random sampling technique totaling 10 children aged 5-6 years and 2 teachers in non-formal institutions in the East Bekasi area of Bekasi City, namely SPS Asoka (accredited) as schools that are trials and implementation of STEAM learning-based on creative play. Data collection was carried out by distributing questionnaires designed in the form of a Likert scale. Data analysis using t-table test. The results of the study show that STEAM learning can develop children's critical thinking skills as seen from the results of the average percentage of the 1st observation of 79.84% followed by the 2nd observation of 90.69%. While the score of the first observation and the second observation showed a difference in the percentage increase of 11.32%. This shows the difference in the percentage increase of 11.32%. This means that video tutorials can be accepted as one of the media that can be used to improve children's critical thinking skills through STEAM learning. Judging from the calculation of the t-table test, it can be concluded that video tutorial learning is effective for improving critical thinking skills through STEAM learning in early childhood ages 5-6 years. Furthermore, based on the results of the video tutorial feasibility questionnaire, the average percentage for the first teacher was 85.71% and for the second teacher was 88.57% with the results covering the "Eligible" category. So, it can be concluded that video is appropriate for use in STEAM learning to develop children's critical thinking skills. By implication, to develop critical thinking, one of the four basic skills (4C) of STEAM learning, educators, researchers, and policymakers provide STEAM learning experiences both indoors and outdoors for students.

Item Type: Thesis (Magister)
Additional Information: 1) Prof. Dr Yuliani Nurani, M.Pd. 2) Dr. R Sri Martini Meilanie, M.Pd.
Subjects: Pendidikan > Media Pembelajaran
Pendidikan > Aneka Ragam tentang Pendidikan
Pendidikan > Pendidikan > Pendidikan Anak
Divisions: PASCASARJANA > S2 Pendidikan Anak Usia Dini
Depositing User: Users 19330 not found.
Date Deposited: 06 Sep 2023 07:00
Last Modified: 06 Sep 2023 07:00
URI: http://repository.unj.ac.id/id/eprint/40210

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