{"title":"通过移动技术提供的综合STEAM项目对小学生推理能力的影响","authors":"Y. E. Y. Siregar, Y. Rahmawati, S. Suyono","doi":"10.3926/jotse.1446","DOIUrl":null,"url":null,"abstract":"The aim of this research is to describe the impact of implementing an integrated STEAM Project via mobile technology on the Mathematical Reasoning ability of elementary school students and to describe the process of designing an integrated STEAM Project and mobile application. A quantitative descriptive and quasi-experimental research design was used, with data collected by observation. A pre-test, and post-test was administered to determine the impact of the STEAM Project on students' reasoning abilities. A sample of 130 fifth grade students, 70 female students, and 60 male students from different elementary schools in Meuraxa District, Aceh Province, Indonesia participated in the research. Results show that an empirical analysis of mobile technology is valid and feasible for use with fifth grade elementary school students. Prior to implementing the STEAM Project, the average pretest of reasoning ability was 40.44 with a standard deviation of 10.27. After implementation, the average score improved to 84.01 with a standard deviation of 7.31. The results of a Paired Sample Correlation obtained a mathematical reasoning ability score before and after implementation of the STEAM Project of 0.452. The calculations in the N-GAIN test table for the implementation of the STEAM Project on Reasoning Ability found 76 students, or 58.46 %, in the high category, and 54 students, or 41.54%, in the medium category. The results of this study provide information, and recommendations for the development of learning models that could improve reasoning abilities. The project could be used as a reference template to accelerate the recovery of quality education during challenging times such as a pandemic.","PeriodicalId":37919,"journal":{"name":"Journal of Technology and Science Education","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The impact of an integrated STEAM project delivered via mobile technology on the reasoning ability of elementary school students\",\"authors\":\"Y. E. Y. Siregar, Y. Rahmawati, S. Suyono\",\"doi\":\"10.3926/jotse.1446\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The aim of this research is to describe the impact of implementing an integrated STEAM Project via mobile technology on the Mathematical Reasoning ability of elementary school students and to describe the process of designing an integrated STEAM Project and mobile application. A quantitative descriptive and quasi-experimental research design was used, with data collected by observation. A pre-test, and post-test was administered to determine the impact of the STEAM Project on students' reasoning abilities. A sample of 130 fifth grade students, 70 female students, and 60 male students from different elementary schools in Meuraxa District, Aceh Province, Indonesia participated in the research. Results show that an empirical analysis of mobile technology is valid and feasible for use with fifth grade elementary school students. Prior to implementing the STEAM Project, the average pretest of reasoning ability was 40.44 with a standard deviation of 10.27. After implementation, the average score improved to 84.01 with a standard deviation of 7.31. The results of a Paired Sample Correlation obtained a mathematical reasoning ability score before and after implementation of the STEAM Project of 0.452. The calculations in the N-GAIN test table for the implementation of the STEAM Project on Reasoning Ability found 76 students, or 58.46 %, in the high category, and 54 students, or 41.54%, in the medium category. The results of this study provide information, and recommendations for the development of learning models that could improve reasoning abilities. The project could be used as a reference template to accelerate the recovery of quality education during challenging times such as a pandemic.\",\"PeriodicalId\":37919,\"journal\":{\"name\":\"Journal of Technology and Science Education\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Technology and Science Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3926/jotse.1446\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Technology and Science Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3926/jotse.1446","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 0
摘要
本研究的目的是描述通过移动技术实施综合STEAM项目对小学生数学推理能力的影响,并描述设计一个综合STEAM项目和移动应用程序的过程。采用定量描述和准实验研究设计,采用观察法收集数据。通过前测和后测来确定STEAM项目对学生推理能力的影响。本研究以印度尼西亚亚齐省Meuraxa地区不同小学的130名五年级学生、70名女生和60名男生为样本进行研究。结果表明,对小学五年级学生使用移动技术的实证分析是有效和可行的。在实施STEAM项目之前,推理能力的平均预测值为40.44,标准差为10.27。实施后,平均得分提高到84.01,标准差为7.31。配对样本相关的结果得出STEAM项目实施前后的数学推理能力得分为0.452。根据STEAM Project on Reasoning Ability实施的N-GAIN测试表的计算,76名学生属于高水平,占58.46%,54名学生属于中等水平,占41.54%。本研究的结果为学习模式的发展提供了信息和建议,可以提高推理能力。该项目可作为参考模板,在大流行病等具有挑战性的时期加速恢复优质教育。
The impact of an integrated STEAM project delivered via mobile technology on the reasoning ability of elementary school students
The aim of this research is to describe the impact of implementing an integrated STEAM Project via mobile technology on the Mathematical Reasoning ability of elementary school students and to describe the process of designing an integrated STEAM Project and mobile application. A quantitative descriptive and quasi-experimental research design was used, with data collected by observation. A pre-test, and post-test was administered to determine the impact of the STEAM Project on students' reasoning abilities. A sample of 130 fifth grade students, 70 female students, and 60 male students from different elementary schools in Meuraxa District, Aceh Province, Indonesia participated in the research. Results show that an empirical analysis of mobile technology is valid and feasible for use with fifth grade elementary school students. Prior to implementing the STEAM Project, the average pretest of reasoning ability was 40.44 with a standard deviation of 10.27. After implementation, the average score improved to 84.01 with a standard deviation of 7.31. The results of a Paired Sample Correlation obtained a mathematical reasoning ability score before and after implementation of the STEAM Project of 0.452. The calculations in the N-GAIN test table for the implementation of the STEAM Project on Reasoning Ability found 76 students, or 58.46 %, in the high category, and 54 students, or 41.54%, in the medium category. The results of this study provide information, and recommendations for the development of learning models that could improve reasoning abilities. The project could be used as a reference template to accelerate the recovery of quality education during challenging times such as a pandemic.
期刊介绍:
JOTSE is an international Journal aiming at publishing interdisciplinary research within the university education framework and it is especially focused on the fields of Technology and Science. JOTSE serves as an international forum of reference for Engineering education. Teaching innovation oriented, the journal will be issued twice per year (every 6 months) and will include original works, research and projects dealing with the new learning methodologies and new learning supporting tools related to the wide range of disciplines the Engineering studies and profession involve. In addition, JOTSE will also issue special numbers on more technological themes from the different areas of general interest in the industrial world, which may be used as practical cases in classroom tuition and practice. Thereby, getting the working world reality closer to the learning at University. Among other areas of interest, our Journal will be focused on: 1. Education 2.General Science (Physics, Chemistry, Maths,…) 3.Telecommunications 4.Electricity and Electronics 5.Industrial Computing (Digital, Analogic, Robotics, Ergonomics) 6.Aerospatial (aircraft design and building, engines, materials) 7. Automotive (automotive materials, automobile emissions).