MODUL DIGITAL BERBASIS STEAM PADA MATERI MOMENTUM DAN IMPULS

FRISCA, . (2026) MODUL DIGITAL BERBASIS STEAM PADA MATERI MOMENTUM DAN IMPULS. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan untuk mengembangkan modul digital berbasis STEAM (Science, Technology, Engineering, Arts, and Mathematics) pada materi momentum dan impuls sebagai bahan ajar pendukung bagi peserta didik SMA. Penelitian ini menggunakan metode R&D (Research and Development) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pada tahap implementasi, produk diuji melalui uji coba terbatas kepada guru fisika dan peserta didik. Produk yang dikembangkan berupa modul digital menggunakan Canva dan Heyzine Flipbook yang memadukan teks, gambar, video, dan aktivitas berbasis STEAM (Science, Technology, Engineering, Arts, and Mathematics). Kelayakan produk dinilai oleh ahli materi, ahli media, ahli pembelajaran, guru fisika, dan peserta didik. Hasil Kelayakan menunjukkan persentase penilaian ahli materi sebesar 99,25%, ahli media 88,88%, ahli pembelajaran 91,11%, guru fisika 80%, dan peserta didik 83,12%. Rata-rata keseluruhan hasil Kelayakan dan uji coba sebesar 88,4% dengan kategori sangat layak. Dengan demikian, modul digital berbasis STEAM (Science, Technology, Engineering, Arts, and Mathematics) pada materi momentum dan impuls layak digunakan sebagai bahan ajar pendukung dalam pembelajaran fisika di SMA. Kata kunci: Modul Digital, STEAM (Science,Technology, Engineering, Arts, Mathematics), Momentum dan Impuls ***** This study aimed to develop a STEAM based (Science, Technology, Engineering, Arts, and Mathematics) digital module on momentum and impulse as a supplementary learning resource for senior high school students. The research employed the Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. During the implementation stage, the product was tested through a limited trial involving a physics teacher and students. The developed product was a digital module created using Canva and Heyzine Flipbook, integrating text, images, videos, and STEAM based (Science, Technology, Engineering, Arts, and Mathematics) activities. The feasibility of the module was evaluated by subject matter experts, media experts, learning experts, a physics teacher, and students. The validation results showed scores of 99.25% from the subject matter expert, 88.88% from the media expert, 91.11% from the learning expert, 80% from the physics teacher, and 83.12% from the student trial. The overall average score was 88.4%, categorized as very feasible. Therefore, the developed STEAM based (Science, Technology, Engineering, Arts, and Mathematics) digital module on momentum and impulse is suitable for use as a supplementary learning resource in senior high school physics learning. Keywords: Digital Module, STEAM, Momentum and Impulse

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Ir. Vina Serevina, M.M. ; 2). Ely Rismawati, M.Pfis.
Subjects: Sains > Fisika
Divisions: FMIPA > S1 Pendidikan Fisika
Depositing User: Frisca .
Date Deposited: 06 Aug 2026 07:52
Last Modified: 06 Aug 2026 07:52
URI: http://repository.unj.ac.id/id/eprint/68545

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