Vidri, Nabila (2025) Pengaruh Model Pembelajaran STEAM (Science, Technology, Engineering, Art, And Mathematics) Terhadap Kreativitas Anak Usia 5-6 Tahun Di Tk Islam An-Nhizam Kota Jambi. S1 thesis, UNIVERSITAS JAMBI.
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Abstract
Kreativitas anak usia dini sangat penting untuk di stimulasi, namun masih terdapat beberapa permasalahan diantaranya yaitu beberapa anak belum mampu mengekspresikan diri dan mengungkapkan gagasan saat guru mengajak bercerita mengenai karyanya, beberapa anak belum mampu menuangkan daya imajinasinya ditandai dengan sebagian anak masih ada yang meniru hasil gambaran temannya, beberapa anak belum menunjukkan minat terhadap hal-hal baru dalam bereksplorasi masih terdapat anak yang takut gagal, belum mau bermain-main atau belum bersosialisasi, dan belum percaya diri, beberapa anak belum mampu menyelesaikan masalah sederhana secara mandiri, pada saat anak membuat karya atau bangunan dari balok masih membutuhkan bantuan dari guru dalam menyelesaikannya. Penelitian ini bertujuan untuk mengetahui pengaruh Model Pembelajaran STEAM (Science, Technology, Enginering, Art, And Mathematics) Terhadap Kreativitas Anak Usia 5-6 Tahun di TK Islam An-Nhizam Kota Jambi. Penelitian ini menggunakan metode Pre-Experimental Designs dengan bentuk One Group Pre-test -Post-test Design. Sampel pada penelitian ini yaitu 17 anak pada kelas B2. Teknik pengambilan sampel menggunakan purposive sampling. Teknik pengumpulan data dilakukan dengan metode observasi nonparcipant. Dalam penelitian ini peneliti menggunakan lembar observasi sebagai instrumen penelitian yang telah diuji validasi. Teknik analisis data yang digunakan dalam penelitian ini menggunakan uji normalitas, uji homogenitas dan uji hipotesis. Hasil pengujian hipotesis uji t bahwa t hitung > t tabel yaitu 12,161 > 2,131 ini menunjukkan terdapat pengaruh model pembelajaran STEAM (Science, Technology, Engineering, Art, and Mathematics) terhadap kreativitas anak usia 5-6 tahun di TK Islam An-Nhizam Kota Jambi. Kata kunci: Model Pembelajaran STEAM (Science, Technology, Engineering, Art, And Mathematics), kreativitas, anak usia 5-6 tahun. Creativity in early childhood is very important to stimulate, but there are still several problems, including some children who are not able to express themselves and express ideas when the teacher asks them to talk about their work, some children are not able to express their imagination, which is indicated by some children still copying their friends' drawings, some children do not show interest in new things in exploring, there are still children who are afraid of failure, don't want to play or socialize, and don't have confidence in themselves, some children are not able to solve simple problems independently, when children make works or buildings from blocks they still need help from the teacher in finish it. This research aims to determine the influence of the STEAM (Science, Technology, Engineering, Art, and Mathematics) Learning Model on the Creativity of Children Aged 5-6 Years in the An-Nhizam Islamic Kindergarten, Jambi City. This research uses the Pre-Experimental Designs method in the form of One Group Pre- test Post-test Design. The sample in this study was 17 children in class B2. The sampling technique uses purposive sampling. The data collection technique was carried out using the nonparticipant observation method. In this study, researchers used an observation sheet as a research instrument that has been validated. The data analysis technique used in this research uses the normality test, homogeneity test and hypothesis test. The results of the t test hypothesis that t count > t table, namely 12.161 > 2.131, shows that there is an influence of the STEAM (Science, Technology, Engineering, Art, and Mathematics) learning model on the creativity of children aged 5-6 years at the An- Nhizam Islamic Kindergarten, Jambi City. Keywords : STEAM (Science, Technology, Engineering, Art, And Mathematics) Learning Model, creativity, children aged 5-6 years.
Type: | Thesis (S1) |
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Uncontrolled Keywords: | Model Pembelajaran STEAM (Science, Technology, Engineering, Art, And Mathematics), Kreativitas, Anak Usia 5-6 Tahun STEAM (Science, Technology, Engineering, Art, And Mathematics), Learning Model, Creativity, Children Aged Years |
Subjects: | L Education > L Education (General) |
Divisions: | Fakultas Keguruan dan Ilmu Pendidikan > PG-PAUD |
Depositing User: | NABILA VIDRI |
Date Deposited: | 11 Apr 2025 09:03 |
Last Modified: | 11 Apr 2025 09:03 |
URI: | https://repository.unja.ac.id/id/eprint/76996 |
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