STEM LEARNING ON ELECTRICITY USING ARDUINO-ANDROID GAME BASED EXPERIMENT TO IMPROVE 8TH GRADE STUDENTS’ STEM LITERACY

Yasin, Alifa Irna (2017) STEM LEARNING ON ELECTRICITY USING ARDUINO-ANDROID GAME BASED EXPERIMENT TO IMPROVE 8TH GRADE STUDENTS’ STEM LITERACY. S1 thesis, Universitas Pendidikan Indonesia.

[img] Text
S_IPSE_1300171_Title.pdf

Download (502kB)
[img] Text
S_IPSE_1300171_Abstract.pdf

Download (352kB)
[img] Text
S_IPSE_1300171_Table_of_content.pdf

Download (294kB)
[img] Text
S_IPSE_1300171_Chapter1.pdf

Download (228kB)
[img] Text
S_IPSE_1300171_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (865kB)
[img] Text
S_IPSE_1300171_Chapter3.pdf

Download (612kB)
[img] Text
S_IPSE_1300171_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (1MB)
[img] Text
S_IPSE_1300171_Chapter5.pdf

Download (199kB)
[img] Text
S_IPSE_1300171_Bibliography.pdf

Download (220kB)
[img] Text
Appendix B.1 STEM Literacy Instrument Test.pdf
Restricted to Staf Perpustakaan

Download (925kB)
[img] Text
Appendix B.2 STEM Learning Implementation Observation Sheet.pdf
Restricted to Staf Perpustakaan

Download (237kB)
Official URL: http://repository.upi.edu

Abstract

STEM adalah pendekatan interdisipliner yang memberikan suasana belajar dimana siswa dapat menggunakan sains, teknologi, engineeringdan matematika dalam kehidupan sehari-hari. Tujuan STEM adalah mendidik siswa agar berliterasi STEM. Tujuan penelitian ini adalah untuk mengetahui pembelajaran STEM pada materi kelistrikan dengan menggunakan eksperimen berbasis Arduino-Android Game terhadap literasi STEM siswa kelas 8.Pembelajaran STEM dipilih sebagai pendekatan dalam penelitian ini dengan mengembangkan rencana program pembelajaran berbasis STEM, lembar kerja eksperimen Android Game, YWRobot, dan Arduino Uno serta tes berbasis literasi STEM. Analisis penelitian ini difokuskan pada pengaruh implementasi pembelajaran STEM melalui rencana program pembelajaran dan lembar kerja eksperimen terhadap literasiSTEM siswa kelas 8 mengenai topik kelistrikan. Metode yang digunakan dalam penelitian ini adalah pre - experimental dengan menggunakan satu kelompok pretest-posttest. Sampel dalam penelitian ini adalah satu kelas dari salah satu SMP swasta di Kabupaten Bogor. Data penelitian ini diperoleh dari hasil tes berbasis literasi STEM (pretest dan posttest) yang dibuat dan mengacu pada 4 aspek literasi STEMberdasarkan Zollman (2012). Data diolah oleh Anates 4.10 dan SPSS versi 17.0. Kemudian data dianalisis berdasarkan masing-masing aspek literasi STEM seperti sains, teknologi, engineering dan matematika. Nilai g ̅ siswa dari hasil pretest-posttest literasi STEM adalah -0.06, -0.12, -0.06, -0.87 untuk sains, teknologi, engineering dan matematika secara berurutan. Hasilnya menyatakan bahwa penerapan pembelajaran STEM kurang optimal meningkatkan literasi sains, teknologi, engineering dan matematika. Alasannya karena penerapan pembelajaran STEM tidak dilaksanakan secara kontinu. Sehingga literasi sains, teknologi, engineering, dan matematika terkait materi kelistrikan kurang tersampaikan dengan baik, Kata kunci: STEM Learning, Literasi STEM, Android Game, YWRobot, Arduino Uno, Listrik. STEM is interdisciplinary approach provided learning atmosphere where students can use science, technology, engineering and math in daily life. The aim of STEM is educating the students to be STEM Literate. This research goal was to investigate STEM Learning on electricity using Arduino-Android Game based experiment towards 8th grade students’ STEM Literacy. STEM Learning was chosen as an approach in this research by the consideration that it was developed through Android Game, YWRobot, and Arduino Uno experiment lesson plan and worksheet. The analysis of this research was focused on the effect of STEM learning implementation through lesson plan and worksheet to 8th grade students’ STEM Literacy on electricity topic. The method used in this research was pre - experimental with one group pretest-posttest design. The sample in this research is one class from in one of the private junior high school in Bogor Regency. The data of this research was obtained from STEM Literacy objective test (pretest and posttest) based on Allan Zollman. The data was processed by Anates 4.10 and SPSS version 17.0. Then the data was analyzed based on each aspects of STEM Literacy such as science, technology, engineering and mathematics. The value of g ̅ from students’ STEM Literacy pretest-posttest are -0.06, -0.12, -0.06, -0.87 for science, technology, engineering and mathematics literacy respectively. The result implies that STEM Learning implementation was less optimal to improve science, mathematics, technology and engineering literacy. The reason was because STEM Learning implementation was not implement in continuously. Therefore, science, technology, engineering, and technology literacy regarding electricity topic are emphasized less optimally, Keywords : STEM Learning, STEM Literacy, Android Game, YWRobot, Arduino Uno, Electricity.

Item Type: Skripsi,Tesis,Disertasi (S1)
Additional Information: No. Panggil: S IPSE YAS s-2017; Pembimbing: I. HAYAT SHOLIHIT, II. EKA CAHYA PRIMA; NIM: 1300171
Uncontrolled Keywords: STEM Learning, STEM Literacy, Android Game, YWRobot, Arduino Uno, Electricity, STEM Learning, Literasi STEM, Android Game, YWRobot, Arduino Uno, Listrik
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Divisions: Fakultas Pendidikan Matematika dan Ilmu Pengetahuan Alam > International Program on Science Education
Depositing User: Mrs Euis Supriyati
Date Deposited: 28 Aug 2018 02:04
Last Modified: 28 Aug 2018 02:04
URI: http://repository.upi.edu/id/eprint/31291

Actions (login required)

View Item View Item