PENERAPAN AKTIVITAS STEAM "MAKE CRAFT WITH 3R (REDUCE, RECYCLE, REUSE) PADA MATERI VOLUME BANGUN RUANG KELAS 5 SD
Abstract
Abstrak
Salah satu skill penting bagi mahasiswa di era revolusi industri 4.0 adalah kreativitas dan keaktifan. Untuk meningkatkan kualitas pendidikan, guru dapat menerapkan inovasi pembelajaran. Salah satu inovasi yang dapat diterapkan adalah pembelajaran STEAM. Tujuan dari penelitian ini adalah: 1) Mendeskripsikan implementasi kegiatan STEAM Make Craft With 3R (Reduce, Recycle, Reuse) di SDN Mancilan 1 Jombang, 2) Mengetahui validitas implementasi STEAM Make Craft With 3R (Reduce, Reuse) Kegiatan Recycle, Reuse) di SDN Mancilan 1 Jombang, 3) Mengetahui kepraktisan penerapan kegiatan STEAM Make Craft With 3R (Reduce, Recycle, Reuse) di SDN Mancilan 1 Jombang. Penelitian ini menggunakan pendekatan penelitian tindakan kelas dengan metode penelitian Design Based Research (DBR) yang terdiri dari empat tahapan yaitu identifikasi masalah, perancangan, siklus berulang, dan refleksi. Subyek penelitian ini adalah 50 siswa kelas V Mawar dan Melati. Pengumpulan data dilakukan melalui observasi dan wawancara. Hasil penelitian ini menunjukkan bahwa melalui desain pembelajaran STEAM yang melibatkan tiga kegiatan yaitu mengidentifikasi masalah terkait proyek Make Craft With 3R, membuat proyek, dan melakukan refleksi, kreativitas dan keaktifan siswa meningkat. Kegiatan STEAM dapat dijadikan pembelajaran yang bermakna dan menyenangkan bagi siswa.
Kata Kunci: STEAM, bangun ruang, aktivitas pembelajaran.
Abstract
One of the important skills for students in the era of the industrial revolution 4.0 is creativity and activeness. To improve the quality of education, teachers can implement learning innovations. One of the innovations that can be applied is STEAM learning. The purposes of this research are: 1) To describe the implementation of STEAM Make Craft With 3R (Reduce, Recycle, Reuse) activities at SDN Mancilan 1 Jombang, 2) To find out the validity of the implementation of STEAM Make Craft With 3R (Reduce, Reuse) Recycle, Reuse) activities in SDN Mancilan 1 Jombang, 3) Knowing the practicality of implementing STEAM Make Craft With 3R (Reduce, Recycle, Reuse) activities at SDN Mancilan 1 Jombang. This study used a classroom action research approach with the Design Based Research (DBR) research method which consisted of four stages, namely problem identification, design, repeated cycles, and reflection. The subjects of this research were 50 students of class V Mawar and Melati. Data collection is done through observation and interviews. The results of this study indicate that through the STEAM learning design which involves three activities, namely identifying problems related to the Make Craft With 3R project, making projects, and doing reflection, students' creativity and activeness increase. STEAM activities can be used as meaningful and fun learning for students.
Keywords: STEAM, build space, learning activity.