Maulidiansy, Hilda (2023) E-MOTIVCETOR (E-MODUL INTERAKTIF BERBANTUAN VIDEO CREATOR) YANG MENDUKUNG PEMBELAJARAN STEAM. S1 thesis, UNIVERSITAS SULTAN AGENG TIRTAYASA.
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Abstract
Motivated by the urgency of STEAM learning as a 21st century learning solution and the difficulty of teachers in implementing it in the classroom, especially in learning Mathematics, the author offers a solution idea in the form of "E Motivector (interactive E-Module assisted by video creator)". Therefore, this study aims to determine the feasibility and practicality of E-Motivector as teaching material in the form of electronic modules that support STEAM-based learning in SMA / equivalent on Vector material. The success indicator is to obtain feasibility and practicality criteria with a percentage of ≥ 61%. Using the ADDIE model R&D method with three experts (material, education, and media) and 14 students of class X SMK Negeri 2 Rangkasbitung as research subjects, this research was conducted in March-June 2023. Data collection techniques were carried out using instruments in the form of validation questionnaires and student response questionnaires. The research was conducted in the following stages: a) Analysis, namely analyzing the urgency and implementation of STEAM learning, students' needs for interactive e-modules, mathematics materials that can be integrated into STEAM disciplines, and analyzing students' difficulties in understanding vectors; b) Design, namely the design stage of E-Motivector and STEAM learning; c) Development, namely designing and validating E-Motivector; d) Implementation, namely trials and practicality tests, and e) Evaluation, namely evaluating and disseminating the E-Motivector final product. Based on the results of expert validation, the validity value of E-Motivector is 82.31%, with the validation criteria of "Very Feasible". Based on the results of the practicality test, the practicality score of E-Motivector is 86.55% with the criteria of 'Very practical'. Based on the results of the validation test and practicality test, as well as the success indicators, the E-Motivector as teaching material in the form of electronic modules that support STEAM-based learning is said to be successful.
Item Type: | Thesis (S1) | |||||||||
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Additional Information: | Dilatarbelakangi oleh urgensi pembelajaran STEAM sebagai solusi pembelajaran abad 21 dan kesulitan guru dalam mengimplementasikannya di kelas, terutama pada pembelajaran Matematika, penulis menawarkan ide solutif berupa “E-Motivector (E-Modul interaktif berbantuan video creator)”. Oleh karenanya, penelitian ini bertujuan untuk mengetahui kelayakan dan kepraktisan E-Motivector sebagai bahan ajar berbentuk modul elektronik yang mendukung pembelajaran berbasis STEAM di SMA/sederajat pada materi Vektor. Indikator keberhasilannya yaitu memperoleh kriteria kelayakan dan kepraktisan dengan persentase ≥ 61%. Menggunakan metode R&D model ADDIE dengan tiga orang ahli (materi, pendidikan, dan media) dan 14 siswa kelas X SMK Negeri 2 Rangkasbitung sebagai subyeknya, penelitian ini dilaksanakan pada Maret-Juni 2023. Teknik pengumpulan data dilakukan dengan menggunakan instrumen berupa angket validasi dan angket respon siswa. Penelitian dilakukan dengan tahapan-tahapan sebagai berikut: a) Analysis, yaitu analisis urgensi dan implementasi pembelajaran STEAM, kebutuhan siswa akan e-modul interaktif, materi matematika yang dapat diintegrasikan ke dalam disiplin ilmu STEAM, serta analisis kesulitan siswa memahami vektor; b) Design, yaitu tahapan mendesain E-Motivector dan pembelajaran STEAM; c) Development, yaitu merancang dan memvalidasi E-Motivector; d) Implementation, yaitu uji coba dan uji kepraktisan, dan e) Evaluation, yaitu evaluasi dan penyebarluasan produk akhir E-Motivector. Berdasarkan hasil valiadasi oleh ahli, diperoleh skor validitas E-Motivector sebesar 82,31%, dengan kriteria validasi ‘Sangat layak’. Berdasarkan hasil uji kepraktisan, diperoleh skor kepraktisan E-Motivector sebesar 86,55% dengan kriteria kepraktisan ‘Sangat praktis’. Berdasarkan hasil validasi dan uji kepraktisan, serta indikator keberhasilan, E-Motivector sebagai bahan ajar berbentuk modul elektronik yang mendukung pembelajaran berbasis STEAM dikatakan berhasil. | |||||||||
Uncontrolled Keywords: | STEAM, interactive e-module, video, video creator, E-Motivector STEAM, e-modul interaktif, video, video creator, E-Motivector | |||||||||
Subjects: | L Education > L Education (General) Q Science > Q Science (General) Q Science > QA Mathematics |
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Divisions: | 02-Fakultas Keguruan dan Ilmu Pendidikan 02-Fakultas Keguruan dan Ilmu Pendidikan > 84202-Jurusan Pendidikan Matematika |
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Depositing User: | Mrs Hilda Maulidiansy | |||||||||
Date Deposited: | 20 Sep 2023 13:55 | |||||||||
Last Modified: | 20 Sep 2023 13:55 | |||||||||
URI: | http://eprints.untirta.ac.id/id/eprint/29433 |
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