DEVELOPMENT OF A STEAM-BASED E-LKPD TO ENHANCE STUDENTS’ CREATIVE THINKING IN GEOMETRY TRANSFORMATIONS

Sridiasih, Imelda Nur Isnaini and Sabil, Husni and Junita, Ranisa (2025) DEVELOPMENT OF A STEAM-BASED E-LKPD TO ENHANCE STUDENTS’ CREATIVE THINKING IN GEOMETRY TRANSFORMATIONS. Prima: Jurnal Pendidikan Matematika, 9 (2). pp. 349-364. ISSN 2580-2216

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Abstract

In the age of information and growing competition, the ability to think creatively in mathematics and other subjects is a valuable life skill. Students' poor capacity for creative thought is a result of suboptimal learning strategies and processes. STEAM learning emerged as an effort to overcome the shortcomings of previous learning methods. By creating educational materials in the form of E-LKPD (Electronic Learners' Worksheet) based on STEAM (Science, Technology, Engineering, Arts, and Mathematics), this study seeks to enhance students' ability for creative thought. The STEAM-based E-LKPD is designed using Liveworksheet. The method used in this research is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The trial took place in one of Jambi City's junior high schools. by taking one of the ninth-grade classes at the school with a total of 28 students. Data analysis was measured using a Likert scale, and then the results of the creative thinking ability test were calculated using the N-Gain formula. The results showed that the STEAM-based E-LKPD met the product quality criteria, which included validity, practicality, and effectiveness. It was discovered that the design validity achieved a percentage of 91.4% with “very valid” criteria, while the percentage of material validity was 80% with “valid” criteria. The percentage of the teacher's practicality results that fell into the “very practical” category was 90.1%, while the percentage of the student practicality results that fell into the same category was 82,0%. With the “very effective” category, the effectiveness test scored 87.8%. The resulting N-Gain value, which fell into the “medium” range, was 56.5%. Therefore, it is appropriate for use in learning activities since the STEAM-based E-LKPD teaching medium is sufficiently effective to enhance creative thinking abilities. Keywords: creative thinking skills, STEAM approach, E-LKPD, geometry transformations, secondary school Di era informasi dan persaingan yang semakin ketat, kemampuan berpikir kreatif dalam matematika dan mata pelajaran lainnya merupakan keterampilan hidup yang sangat berharga. Rendahnya kemampuan siswa dalam berpikir kreatif merupakan hasil dari strategi dan proses pembelajaran yang kurang optimal. Pembelajaran STEAM muncul sebagai upaya untuk mengatasi kekurangan metode pembelajaran sebelumnya. Dengan membuat bahan ajar berupa E-LKPD (Lembar Kerja Peserta Didik) berbasis STEAM (Science, Technology, Engineering, Arts, and Mathematics), penelitian ini berupaya untuk meningkatkan kemampuan berpikir kreatif peserta didik. E-LKPD berbasis STEAM ini dirancang dengan menggunakan Liveworksheet. Metode yang digunakan dalam penelitian ini adalah metode ADDIE (Analysis, Design, Development, Implementation, Evaluation). Uji coba dilakukan di salah satu SMP di Kota Jambi dengan mengambil salah satu kelas IX di sekolah tersebut dengan jumlah peserta didik sebanyak 28 orang. Analisis data diukur dengan menggunakan skala Likert, kemudian hasil tes kemampuan berpikir kreatif dihitung dengan menggunakan rumus N-Gain. Hasil penelitian menunjukkan bahwa LKPD berbasis STEAM memenuhi kriteria kualitas produk yang meliputi kevalidan, kepraktisan, dan keefektifan. Hasil penelitian menunjukkan bahwa validitas desain mencapai persentase 91,4% dengan kriteria “sangat valid”, sedangkan persentase validitas materi sebesar 80% dengan kriteria “valid”. Persentase hasil kepraktisan guru yang masuk dalam kategori “sangat praktis” sebesar 90,1%, sedangkan persentase hasil kepraktisan siswa yang masuk dalam kategori yang sama sebesar 82,0%. Dengan kategori “sangat efektif”, uji keefektifan memperoleh nilai 87,8%. Nilai N-Gain yang dihasilkan masuk dalam rentang “sedang” yaitu 56,5%. Oleh karena itu, LKPD berbasis STEAM layak digunakan dalam kegiatan pembelajaran karena LKPD berbasis STEAM cukup efektif untuk meningkatkan kemampuan berpikir kreatif. Kata kunci: kemampuan berpikir kreatif, pendekatan STEAM, E-LKPD, transformasi geometri, sekolah menengah

Type: Article
Subjects: L Education > L Education (General)
Depositing User: SRIDIASIH
Date Deposited: 08 Jul 2025 08:31
Last Modified: 08 Jul 2025 08:31
URI: https://repository.unja.ac.id/id/eprint/82100

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