The Influence of Student Interest in Types of Three Dimensional Learning Media on Student Interest in STEAM Based Three Dimensional Learning
Abstract
This research aims to investigate the influence of interest in three-dimensional learning media on class XII high school students' interest in three-dimensional learning based on STEAM (Science, Technology, Engineering, Arts and Mathematics). Data was collected through a student response survey, which included questions about their level of interest in three-dimensional learning media and STEAM-based three-dimensional learning. This research aims to contribute to a practical understanding of learning media preferences for the implementation of STEAM-based three-dimensional learning at the high school level. These results can be the basis for developing learning media that are more innovative and relevant to student preferences, with a focus on increasing student interest and participation in STEAM-based learning. Data analysis shows that students' interest in three-dimensional real media and three-dimensional application media can influence students' interest in STEAM-based three-dimensional learning. These results provide a clearer picture that three-dimensional real media and three-dimensional application media can stimulate students' interest in exploring and understanding STEAM concepts.
Keywords
Full Text:
PDFReferences
Aguayo, C., Videla, R., López-Cortés, F., Rossel, S., & Ibacache, C. (2023). Ethical enactivism for smart and inclusive STEAM learning design. Heliyon, 9(9). https://doi.org/10.1016/j.heliyon.2023.e19205
Cheng, H., Buntting, C., & Jones, A. (2022). Concepts and Practices of STEM Education in Asia.
Creswell, J. W. (2013). Qualitative inquiry & research design (3rd ed.). SAGE Publications, Inc.
Ghozali, Imam. 2018. Aplikasi Analisis Multivariate dengan Program IBM SPSS 25. Badan Penerbit Universitas Diponegoro: Semarang
Herawati, W., Wahyuni, S., Nurlatifah, M., & Fauziyah, M. U. (2022). Penerapan Model Project Based Learnıng (PJBL) Berbantuan Multımedıa Interaktıf Untuk Menıngkatkan Hasıl Belajar Sıswa. Journal of Innovation in Primary Education, 1(2), 76–83.
Khine, M. S., & Areepattamannil, S. (2019). STEAM Education: Theory and Practice. Dalam STEAM Education: Theory and Practice. Springer International Publishing. https://doi.org/10.1007/978-3-030-04003-1
Mursalim, & Rumbarak, T. A. (2021). Pengaruh Lembar Kerja Peserta Didik (LKPD) Terhadap Hasil Belajar IPS Siswa Kelas IV SD YPK Getsemani Warwanai. Dalam Jurnal Papeda (Vol. 3, Nomor 2).
Novita, R., Prahmana, R. C. I., Fajri, N., & Putra, M. (2018). Penyebab kesulitan belajar geometri dimensi tiga. Jurnal Riset Pendidikan Matematika, 5(1), 18–29. https://doi.org/10.21831/jrpm.v5i1.16836
Pujakusuma, G. K., Edi Krisnadi, & Tonah. (2019). Analisis Kesalahan Pemecahan Masalah Matematika dan Motivasi Belajar Siswa Pada Materi Dimensi Tiga. AKSIOMA: Jurnal Matematika dan Pendidikan Matematika, Vol. 10.
Ramadhina, D., & Rohman, I. (2022). Problematika Guru dalam Penggunaan Video Youtube sebagai Media Pembelajaran di Sekolah Dasar. Mimbar Ilmu, 27(1), 117–123. https://doi.org/10.23887/mi.v27i1.45598
Sa’ida, N. (2021). Implementasi Model Pembelajaran STEAM pada Pembelajaran Daring. Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian, 7(2), 123–128. https://doi.org/10.26740/jrpd.v7n2.p123-128
Şefik, Ö., & Dost, Ş. (2020). The analysis of the understanding of the three-dimensional (Euclidian) space and the two-variable function concept by university students. Journal of Mathematical Behavior, 57. https://doi.org/10.1016/j.jmathb.2019.03.004
Siregar, E. S., Budi Alamsyah Siregar, Dewi Suma, Saima Rambe, & Nurul Dalimunthe. (2023). Penguatan Model Pembelajaran PjBL dan Literasi Media pada Pembelajaran IPA di SD Negeri 060824. Jurnal Pengabdian Dharma Laksana Mengabdi Untuk Negeri.
Stewart, A., Mueller, M., & Tippinss, D. (2021). Converting STEM intooSTEAM Programs Methods and Examples frommand forrEducation. http://www.springer.com/series/11800
Vicente, F. R., & Llinares, A. Z. (2020). “ Sustainable City ”: A Steam Project Using Robotics to Bring the City of the Future to Primary Education Students. 1–21. https://doi.org/10.3390/su12229696
Vira, A. A. A., & Putri, W. (2020). Project Based Learning Berbantuan Media Audio Visual Meningkatkan Partisipasi Belajar Anak. Journal for Lesson and Learning Studies, 3(3).
Zayyinah, Z., Erman, E., Supardi, Z. A. I., Hariyono, E., & Prahani, B. K. (2022). STEAM-Integrated Project Based Learning Models : Alternative to Improve 21st Century Skills. 627, 251–258.
DOI: https://doi.org/10.24952/logaritma.v12i01.9777
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Agus Maqruf, Dadan Dasari
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Logaritma : Jurnal Ilmu-ilmu Pendidikan dan Sains
Tadris Matematika FTIK UIN Syekh Ali Hasan Ahmad Addary Padangsidimpuan
ISSN: 2338-8706 (print), 2580-7145 (online)
Jl. T. Rizal Nurdin Km. 4,5 Sihitang Padangsidimpuan
Sumatera Utara 22733 Indonesia
Phone: 0634-22080 Fax: 0634-24022
Email: logaritma.tmm@gmail.com