The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics

The integrated knowledge should be implemented to face the 21st-century era. Beside the integrated knowledge, mastery the concept and creativity also must be involved in order to enhance the quality of education. Thus, this research was aimed to investigate the effect of STEAM-Based Learning on Stud...

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Main Authors: Gita Ayu Wandari, Agus Fany Chandra Wijaya, Rika Rafikah Agustin
Format: Article
Language:English
Published: Universitas Pendidikan Indonesia 2018-12-01
Series:Journal of Science Learning
Online Access:https://ejournal.upi.edu/index.php/jslearning/article/view/12878
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spelling doaj-09742a5dedcf4eb5a4983139657203ac2020-11-25T02:34:27ZengUniversitas Pendidikan IndonesiaJournal of Science Learning2614-65682018-12-0121263210.17509/jsl.v2i1.128788549The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And OpticsGita Ayu Wandari0Agus Fany Chandra Wijaya1Rika Rafikah Agustin2Universitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaUniversitas Pendidikan IndonesiaThe integrated knowledge should be implemented to face the 21st-century era. Beside the integrated knowledge, mastery the concept and creativity also must be involved in order to enhance the quality of education. Thus, this research was aimed to investigate the effect of STEAM-Based Learning on Students’ Concept Mastery and Creativity in learning Light and Optics. The method that used was a mixed method with convergent parallel design. The population in this research was 8th-grade students in private junior high school in West Bandung and the sample was one class of 8th grade. The school implemented Indonesian Curriculum 2013 in the teaching-learning process. The sampling techniques were convenience sampling. The number of participants in this research was 27 students. The quantitative data in this research was obtained through an objective test. The objective test was made based on Bloom’s Taxonomy revision by Anderson. The qualitative data was obtained through the creativity rubric adopted from Creative Product Semantic Scale (CPSS) developed by O’Quinn and Bessemer. The dimension that was in creativity is novelty, resolution, and elaboration and synthesis. According to the research, students’ concept mastery improved as much as 0.78 with category high improvement after the implementation of STEAM-Based Learning. For students’ creativity achievement, in every dimension gained different result: 1) Novelty is categorized into good with 75.6%, 2) Resolution is categorized into good with 77.8%, and 3) Elaboration and synthesis are categorized into enough with 65.3 %. Overall, students’ concept mastery and creativity in the implementation of STEAM-Based Learning in learning light and optic is categorized as good.https://ejournal.upi.edu/index.php/jslearning/article/view/12878
collection DOAJ
language English
format Article
sources DOAJ
author Gita Ayu Wandari
Agus Fany Chandra Wijaya
Rika Rafikah Agustin
spellingShingle Gita Ayu Wandari
Agus Fany Chandra Wijaya
Rika Rafikah Agustin
The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
Journal of Science Learning
author_facet Gita Ayu Wandari
Agus Fany Chandra Wijaya
Rika Rafikah Agustin
author_sort Gita Ayu Wandari
title The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
title_short The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
title_full The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
title_fullStr The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
title_full_unstemmed The Effect of STEAM-based Learning on Students’ Concept Mastery and Creativity in Learning Light And Optics
title_sort effect of steam-based learning on students’ concept mastery and creativity in learning light and optics
publisher Universitas Pendidikan Indonesia
series Journal of Science Learning
issn 2614-6568
publishDate 2018-12-01
description The integrated knowledge should be implemented to face the 21st-century era. Beside the integrated knowledge, mastery the concept and creativity also must be involved in order to enhance the quality of education. Thus, this research was aimed to investigate the effect of STEAM-Based Learning on Students’ Concept Mastery and Creativity in learning Light and Optics. The method that used was a mixed method with convergent parallel design. The population in this research was 8th-grade students in private junior high school in West Bandung and the sample was one class of 8th grade. The school implemented Indonesian Curriculum 2013 in the teaching-learning process. The sampling techniques were convenience sampling. The number of participants in this research was 27 students. The quantitative data in this research was obtained through an objective test. The objective test was made based on Bloom’s Taxonomy revision by Anderson. The qualitative data was obtained through the creativity rubric adopted from Creative Product Semantic Scale (CPSS) developed by O’Quinn and Bessemer. The dimension that was in creativity is novelty, resolution, and elaboration and synthesis. According to the research, students’ concept mastery improved as much as 0.78 with category high improvement after the implementation of STEAM-Based Learning. For students’ creativity achievement, in every dimension gained different result: 1) Novelty is categorized into good with 75.6%, 2) Resolution is categorized into good with 77.8%, and 3) Elaboration and synthesis are categorized into enough with 65.3 %. Overall, students’ concept mastery and creativity in the implementation of STEAM-Based Learning in learning light and optic is categorized as good.
url https://ejournal.upi.edu/index.php/jslearning/article/view/12878
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