YULIA ELFRIDA YANTY SIREGAR, . (2024) STEAM PROJECT TERINTEGRASI MOBILE LEARNING UNTUK MENINGKATKAN KEMAMPUAN PENALARAN DAN LITERASI MATEMATIK SISWA DI SEKOLAH DASAR. Doktor thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Penelitian ini bertujuan untuk meningkatkan kemampuan penalaran dan literasi matematik siswa melalui STEAM Project Terintegrasi Mobile Learning. Penelitian dilaksanakan pada siswa kelas V di Sekolah Dasar Kota Banda Aceh yang berjumlah 130 siswa. Metode penelitian yang digunakan adalah Mixed Method dengan jenis penelitian Research and Development (R&D). Berdasarkan hasil penelitian menunjukkan: 1) Pada uji coba one to one try out diperoleh nilai rata-rata 4.8, pada uji coba small group try-out diperoleh nilai rata-rata 4.6, dan pada uji coba kelompok besar (field try-out) diperoleh nilai rata-rata 4.7, sehingga STEAM Project Terintegrasi Mobile Learning valid dan layak digunakan untuk siswa Sekolah Dasar; 2) Hasil efektivitas STEAM Project Terintegrasi Mobile Learning menunjukan terdapat perbedaan antara pre-test dan post-test terhadap kemampuan penalaran dan literasi matematik siswa di Sekolah Dasar; 3) Peningkatkan kemampuan penalaran dalam pembelajaran STEAM Project terintegrasi Mobile Learning disebabkan; pengalaman siswa dapatkan dalam kehidupan sehari, pemahaman terhadap konsep-konsep matematika, sikap ketelitian dalam menyelesaikan permasalahan serta strategi penyelesaian untuk mencari solusi penyelesaian masalah matematika, keterlibatan aktivitas siswa secara menyeluruh dalam membuat project saat pembelajaran (doing math), dan karakter siswa dalam membuktikan hasil jawaban serta project yang dilakukan (habits of mind); dan 4) Peningkatan literasi matematik dalam pembelajaran STEAM Project terintegrasi Mobile Learning disebabkan; pemberian tutorial bantuan sebagai scaffolding developing conceptual thinking dalam proses pembelajaran di kelas, kemampuan menyelesaikan dan memvisualisasikan persoalan untuk berpikir secara out of the box dalam menginterpretasikan jawaban yang sedang dieksplore secara inovatif, kesadaran serta keterlibatan dalam matematika memberikan pengalaman kepada siswa dalam berbagai konteks, berpikir secara divergen berkaitan dengan pemecahan masalah yang kompleks, dan pembelajaran dilakukan melalui berkolaborasi bersama kelompok. Temuan lainnya didapatkan pada penelitian ini ialah berpikir secara imajinasi, siswa memiliki kreativitas dan imajinasi dalam konteks matematika. Sehingga temuan ini diharapkan dapat memberikan petunjuk untuk penelitian selanjutnya dalam menganalisis secara komprensif serta memperluas cakrawala pengetahuan kepada para pemangku kebijakan, akademisi, dan praktisi di bidang pendidikan. ***** This research aims to improve students' mathematical reasoning and literacy skills through the STEAM Project Integrated Mobile Learning. The research was carried out on fifth grade students at the Banda Aceh City Elementary School with a sample of 130 students. The research method used is Mixed Method with Research and Development (R&D) type of research. Based on the research results, it shows: 1) In the one to one try out trial, an average value of 4.8 was obtained, in the small group try-out trial, an average value of 4.6 was obtained, and in the large group trial (field try-out), an average value of 4.7 was obtained. So, STEAM Project Integrated Mobile Learning is valid and suitable for use for Elementary School students; 2) The results of the effectiveness of the STEAM Project Integrated Mobile Learning show that there are differences between the pre-test and post-test on students' mathematical reasoning and literacy abilities in elementary schools; 3) Improving reasoning abilities in Mobile Learning integrated STEAM Project learning is caused; experiences students gain in everyday life, understanding of mathematical concepts, an attitude of accuracy in solving problems and solving strategies for finding solutions to solve mathematical problems, involvement of students' overall activities in creating projects during learning (doing math), and student character in proving the results of answers and projects carried out (habits of mind; 4) The increase in mathematical literacy in Mobile Learning integrated STEAM Project learning is caused by; providing tutorial assistance as scaffolding for developing conceptual thinking in the learning process in class, the ability to solve and visualize problems to think outside the box in interpreting answers that are being explored innovatively, awareness and engagement in mathematics provides students with experiences in a variety of contexts, divergent thinking is related to complex problem solving, and learning is carried out through collaboration with groups. Another finding obtained in this research is thinking imaginatively, students have creativity and imagination in the context of mathematics. So, it is hoped that these findings can serve as a guide for further research in analyzing comprehensively and expanding knowledge for policy makers, academics and practitioners in the field of education.
Item Type: | Thesis (Doktor) |
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Additional Information: | 1). Prof. Yuli Rahmawati, M.Sc.,Ph.D. ; 2). Prof.Dr. M. Syarif Sumantri, M.Pd. |
Subjects: | Pendidikan > Pendidikan Dasar Pendidikan > Media Pembelajaran Pendidikan > Pendidikan Dasar > Pendidikan Anak Sains > Matematika |
Divisions: | PASCASARJANA > S3 Pendidikan Dasar |
Depositing User: | . Yulia Elfrida Yanty Siregar |
Date Deposited: | 07 Jan 2025 06:44 |
Last Modified: | 07 Jan 2025 06:44 |
URI: | http://repository.unj.ac.id/id/eprint/52130 |
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