The Effectiveness of Steam-Based Interactive Module to Improving Learning Outcomes of Elementary School Students
DOI:
https://doi.org/10.53797/icccmjssh.v3i1.6.2024Keywords:
Interactive module, STEAM, critical thinkingAbstract
This study aimed to determine the effectiveness of STEAM-based interactive modules in improving students' critical thinking skills. This research is motivated during the learning process in the classroom; students tend to be passive, their curiosity is very low and their enthusiasm in the learning process is very low; this has an impact on low student learning outcomes. This research is a Research and Development (R&D) using the Borg and Gall model. Data collection techniques with interviews, questionnaires and tests. The data analysis technique in this study used descriptive analysis techniques by analyzing validation data by expert validators and practitioners. The results showed that the results of the assessment of the three validators showed good results; the assessment of the validators was also converted into the feasibility of a module, including validator 1 with a score of 90 in the "Very Good" category, validator 2 with a score of 75 in the "Good" category and validator 3 scores 84 with the category "Very Good" and the results of the effectiveness test on the module also get a significant value. The average pretest score in the experimental group was 62.75, and the posttest was 80.8, while in the control group, the average pretest score was 61.15, and the posttest score was 80.8. From these results, it is known that there is an increase in student learning outcomes, so the STEAM-based interactive module is effectively used for fourth-grade elementary school students.
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