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This study aims to determine the effect of using STEAM digital teaching materials on increasing creative problem-solving skills. This study has a quasi-experimental research design with a nonequivalent control group. This study employed a random sampling technique and obtained Class 8-F as the experimental class and Class 8-H as the control class. Data were collected using documentation, tests, and questionnaires. The data analysis carried out was a homogeneity test, normality test, t-test, n-gain test, and analysis of students’ responses. According to this study, it can be concluded that there is an effect of STEAM digital teaching materials to increase creative problem-solving skills. The t-test results indicate a significant difference in students’ average creative problem-solving skills in the experimental and control classes. The effect of STEAM digital teaching materials is proven by an increase in creative problem-solving skills, which are analyzed using N-gain, resulting in the high category (0.73) for the experimental class with STEAM digital teaching materials and the medium category (0.50) for the control class after using STEAM digital teaching materials.
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Dhitasarifa et al. (Mon,) studied this question.
www.synapsesocial.com/papers/68e62195b6db6435875b344f — DOI: https://doi.org/10.17718/tojde.1302079
Irma Dhitasarifa
Indah Urwatin Wusqo
Turkish Online Journal of Distance Education
State University of Semarang
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