BUKU PANDUAN PERMAINAN STEAM BERBASIS CODING DALAM MEMFASILITASI KEMAMPUAN PEMECAHAN MASALAH : Penelitian Pengembangan pada Guru PAUD di TK Joykids National Plus Kota Tasikmalaya

Indri Anggraeni, - (2024) BUKU PANDUAN PERMAINAN STEAM BERBASIS CODING DALAM MEMFASILITASI KEMAMPUAN PEMECAHAN MASALAH : Penelitian Pengembangan pada Guru PAUD di TK Joykids National Plus Kota Tasikmalaya. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: https://repository.upi.edu/

Abstract

Penelitian dilatarbelakangi oleh kurangnya pemahaman guru terhadap konsep pembelajaran STEAM, hal ini dapat dilihat dari pelaksanaan pembelajaran STEAM belum terintegrasi secara utuh. Pembelajaran STEAM yang berkembang dengan pesat, memberikan tantangan kepada guru untuk menyelenggarakn literasi dasar STEAM berbasis teknologi. Selain itu, keterbatasan sumber belajar yang kurang mendukung menjadi kendala terlaksananya pembelajaran STEAM berbasis teknologi. Tujuan dilakukannya penelitian ini yaitu mengembangkan buku panduan permainan STEAM berbasis coding sebagai sumber belajar bagi guru PAUD untuk menjadi pedoman penyelenggaraan pembelajaran STEAM berbasis teknologi serta membantu memfasilitasi kemampuan pemecahan masalah anak usia 5-6 tahun. Penelitian ini menggunakan metode penelitian Educational Design Research (EDR) model Reeves dengan tahapan penelitian yaitu: 1) analisis masalah dan kebutuhan dasar pengembangan; 2) perancangan pengembangan buku panduan; 3) revisi dan uji coba berulang; 4) refleksi. Melalui tahapan tersebut dihasilkan sumber belajar berupa buku panduan yang dinilai sudah layak digunakan dalam menunjang proses pembelajaran STEAM di PAUD oleh ahli dan praktisi. Komponen isi buku panduan tersebut memuat komponen pendahuluan, ruang lingkup materi konsep pembelajaran STEAM berbasis coding termasuk tools yang digunakan, pemetaan projek permainan STEAM berbasis coding, dan skenario pembelajaran. Selama uji coba keterpakaian guru mampu memfasilitasi kemampuan pemecahan masalah anak usia 5-6 tahun pada aspek memahami masalah, merencanakan pemecahan masalah, menerapkan pemecahan masalah, dan melihat kembali pemecahan masalah. Secara keseluruhan kinerja guru dalam menggunakan buku panduan berhasil memfasilitasi kemampuan pemecahan anak. The research is motivated by the lack of teacher understanding of the STEAM learning concept, as evidenced by the implementation of STEAM learning that has not been fully integrated. STEAM learning, which is developing rapidly, challenges teachers to organize technology-based STEAM basic literacy. In addition, limited learning resources that are less supportive are an obstacle to the implementation of technology-based STEAM learning. The purpose of this research is to develop a coding-based STEAM game guidebook as a learning resource for PAUD teachers to guide the implementation of technology-based STEAM learning and help facilitate the problem-solving skills of children aged 5-6 years. This study uses the Reeves model Educational Design Research (EDR) research method with the research stages, namely: 1) problem analysis and basic development needs; 2) guidebook development design; 3) revision and repeated trials; 4) reflection. Through these stages, a learning resource in the form of a guidebook is produced which is considered feasible to use in supporting the STEAM learning process in PAUD by experts and practitioners. The content component of the guidebook contains an introductory component, the scope of coding-based STEAM learning concept material including the tools used, coding-based STEAM game project mapping, and learning scenarios. During the usability trial, teachers were able to facilitate the problem solving skills of children aged 5-6 years in the aspects of understanding the problem, planning problem solving, applying problem solving, and looking back at problem solving. Overall, the teacher's performance in using the guidebook was successful in facilitating children's problem-solving skills.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=en&user=RT1hpiwAAAAJ SINTA ID Dosen Pembimbing Edi Hendri Mulyana : 5978623 Qonita : 6767689
Uncontrolled Keywords: Buku Panduan, Pembelajaran STEAM, Coding Anak Usia Dini, Kemampuan Pemecahan Masalah Guidebook, STEAM Learning, Coding for Kids, Problem Solving Ability
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Tasikmalaya > PGPAUD S1 UPI Kampus Tasikmalaya
Depositing User: Indri Anggraeni
Date Deposited: 26 Jul 2024 07:34
Last Modified: 26 Jul 2024 07:34
URI: http://repository.upi.edu/id/eprint/119238

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