Development of STEAM-Based Mathematics Bulletin as a Learning Media to Improve Creativity and Understanding of Fractions in Grade V Students at a Public Elementary School in Jakarta
DOI:
https://doi.org/10.21009./risenologi.102.09Keywords:
STEAM-based learning, Mathematics bulletin, FractionsAbstract
Low student engagement and difficulties in understanding mathematical concepts, especially fractions, remain major challenges in elementary education. This study aims to develop a STEAM-based Mathematics bulletin as an innovative learning medium to improve students' creativity and conceptual understanding of fractions in Grade V elementary school. The research was conducted at SDN Karet 01 Pagi using the 4D development model (Define, Design, Develop, Disseminate). The Define stage included curriculum analysis, classroom observations, and literature review to identify learning needs. The Design stage focused on creating content and visual layouts integrating Science, Technology, Engineering, Arts, and Mathematics elements. During the Develop stage, the bulletin was validated by media experts and tested on students to evaluate its validity, practicality, and effectiveness. In the Disseminate stage, the bulletin was presented to teachers to gather feedback for further improvement. Data analysis included expert validation scores, student satisfaction questionnaires, pretest-posttest comparisons, and paired sample t-tests. Validation results showed that the bulletin was feasible with an average score of 81%. The student questionnaire indicated high validity and reliability (Cronbach's alpha = 0.8877). The pretest-posttest analysis revealed a significant increase in student scores from 47.22 to 81.11 (p < 0.05). Additionally, the bulletin promoted student creativity through engineering projects, art activities, science experiments, and reflection tasks. Thus, the STEAM-based Mathematics bulletin is valid, practical, and effective in supporting the Merdeka Curriculum, fostering student interest in mathematics, and enhancing creativity and conceptual understanding.
Abstrak
Penelitian ini dilatarbelakangi oleh meningkatnya penyalahgunaan ruang digital yang berdampak pada kualitas diskusi publik di kalangan mahasiswa. Kondisi tersebut menuntut hadirnya pendekatan pendidikan yang mampu memperkuat pemahaman demokratis sekaligus toleransi politik. Penelitian ini bertujuan mengembangkan model pendidikan demokrasi berbasis digital yang relevan dengan kebutuhan mahasiswa. Metode yang digunakan adalah penelitian dan pengembangan (R&D) melalui analisis kebutuhan, perancangan model, validasi ahli, uji coba terbatas, dan implementasi luas. Responden penelitian berjumlah 23 mahasiswa Program Sarjana Universitas Baturaja yang mengambil mata kuliah Pendidikan Kewarganegaraan. Hasil studi menunjukkan bahwa kompetensi multikultural mahasiswa berada pada kategori sedang, terutama dalam aspek keterbukaan berdiskusi lintas budaya dan partisipasi dalam dialog digital. Temuan tersebut menjadi dasar penyusunan model pembelajaran yang bersifat interaktif dan reflektif. Model yang dikembangkan memperoleh skor validasi ahli 4,45 dan dinyatakan sangat layak. Implementasi pada tahap uji coba menunjukkan peningkatan kompetensi multikultural dari rata-rata 3,08 menjadi 4,25. Secara keseluruhan, model pendidikan demokrasi berbasis digital terbukti efektif dalam meningkatkan kompetensi multikultural mahasiswa.
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