STEAM(科学、技术、工程、艺术和数学)学习模式对小学数学学习成果的影响

Sakinah Novia Dewi, Wulan Sutriyani
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摘要

21 世纪的学生需要具备多种能力,其中之一就是解决问题的能力,尤其是在数学教 学过程中。至于 STEAM,它是一种将洞察力、技术、工程、艺术和数学等概念联系起来的方法,使学生在所经历的学习过程中获得洞察力,这种学习过程是学生直接体验学习的过程,使他们在周围环境中获得经验。这种学习所采用的方法是,学生可以通过批判性地解释来展示数学的技巧。用各种方法讲授数学练习的各种问题,不能调动学生参与学习的积极性,仍然采用讲授法,只有教师的积极性,没有学生的参与,造成学生被动学习,导致学习单调乏味。这项研究是在希达亚图尔-胡斯纳-克拉萨克国际学校(MI Hidayatul Husna Krasak)进行的。这项研究的目的是使 STEAM 成为一种有效的学习方法,在小学数学课上利用空间建筑材料影响学生的学习成果。本研究使用了多达 20 人的样本收集技术,即目的性抽样。
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Efektivitas Model Pembelajaran STEAM (Science, Technology, Engineering, Art, and Mathematics) terhadap Hasil Belajar Matematika Sekolah Dasar
One of the many abilities needed by students in the 21st century is problem-solving skills, especially in the teaching and learning process of mathematics. As for STEAM, which is an approach that connects the concepts of insight, technology, engineering, art and mathematics, so that students gain insight based on the learning process experienced, this learning process is a learning process when students experience learning directly so that they gain experience in their surroundings. The approach used in this learning is that students can show by explaining critically, techniques to math. Teaching various problems for math exercises with various methods that do not motivate students to participate in learning and still use the lecture method where only the teacher is active without involving students causing students to be passive and resulting in monotonous learning. The research was conducted at MI Hidayatul Husna Krasak. This research has the aim of making STEAM effective as a learning method that can affect student learning outcomes in mathematics lessons with space building material in elementary school. Students in this study used as many as 20 people with the sample collection technique used, namely purposive sampling.
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