E-MODUL BELAJAR SISWA TENTANG LISTRIK DINAMIS BERBASIS DILEMMA STEAM BERBANTUAN FLIP PDF PROFESIONAL
DOI:
https://doi.org/10.21009/03.1102.PF16Abstract
Abstrak
Penelitian ini bertujuan untuk menghasilkan sumber belajar yaitu modul elektronik (E-modul) belajar siswa dengan pendekatan Dilemmas Stories pada materi listrik dinamis dengan metode Science, Tecnology, Engineering, Art, and Mathematics (STEAM) sebagai pengetahuan yang layak sebagai sumber belajar siswa dalam meningkatkan wawasannya dan karakter tentang listrik dinamis. Subjek penelitian adalah siswa kelas XII IPA di salah satu SMA Negeri di Jakarta sebanyak 36 siswa. Cerita dilema yang digunakan yaitu dilema penggunaan listrik dengan pendekatan yang dibentuk berdasarkan perpaduan beberapa disiplin ilmu yaitu Science, Technology, Engineering, Art and Methematics (STEAM). Untuk mengetahui kelayakan modul yaitu berdasarkan hasil validasi ahli, angket respon guru, angket respon siswa terhadap modul tersebut. Model pengembagan yang diugunakan penelitian ini adalah model ADDIE yang terdiri dari analisys, design, development, implementation, and evaluation. Hasil yang diharapkan dari penelitian ini adalah E-Modul dapat memberikan informasi dan memotivasi dalam pembelajaran dengan perangkat lunak komputer yang lainnya dalam hal meningkatkan hasil belajar siswa. Selain itu, soft skills lain sebagai implikasi dari pembelajaran yaitu refleksi terhadap nilai-nilai, rasa ingin tahu, bertanggung jawab, dan berani berargumentasi. Penelitian ini juga menemukan bahwa dalam penerapan pendekatan Dilemmas STEAM meningkatkan wawasannya dan karakter. Oleh karena itu, bisa dikatakan bahwa pendekatan ini dapat diterapkan dalam pembelajaran fisika.
Kata-kata kunci: E-Modul, Dilemma STEAM, ADDIE, Listrik Dinamis
Abstract
This study aims to produce a source study that is module electronics (e-module) learning student with Dilemmas Stories approach to the Theory of dynamic electricity with method Science, Technology, Engineering, Art, and Mathematics (STEAM) as proper knowledge as source study student in increase his insight and character about electricity dynamic. The subject study is student class XII science in the high school in Jakarta, with as many as 36 students. The dilemma story used is about using electricity with a formed approach based on the fusion of some discipline of knowledge, that is, Science, Technology, Engineering, Art, and Mathematics (STEAM). Appropriateness of the module know based on results validation expert, questionnaire teacher response, and questionnaire response students to the module. The development model used to study this is the ADDIE model consisting of analysis, design, development, implementation, and evaluation. The expected results from the study are that e-module could give information and motivate learning with the device and other computer software to increase student results. Besides that, another soft skill implication from learning is the reflection on values, desire to know, being responsible for answering, and brave argument. The study also finds that applying the STEAM Dilemmas approach improves his insight and character. Because of that, this approach could be applied to learning physics.
Keywords: E- Module, STEAM Dilemma, ADDIE, Electric Dynamic
References
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