STEAM Approach to Improve Digital Literacy and Creative Thinking Ability of MTs Maarif Cikeruh Students
F. K. Fadlulloh 1), W. Setiawan 2), Riandi 3)
1) Program Studi Pendidikan Ilmu Pengetahuan Alam, Sekolah Pascasarjana, Universitas Pendidikan INdonesia Bandung, Jl. Dr. Setiabudi No.229, Bandung 40154, Indonesia.
2) Departemen Ilmu Komputer, Program Studi Pendidikan Matematika dan Ilmu Pengetahuan Alam, Universitas Pendidikan Indonesia Bandung, Jl. Dr. Setiabudi No.229, Bandung 40154, Indonesia.
3) Departmen Pendidikan Ilmu Pengetahuan Alam, Program Studi Ilmu Pengetahuan Alam, Sekolah Pascasarjana, Universitas Pendidikan Indonesia Bandung, Jl. Dr. Setiabudi No.229, Bandung 40154, Indonesia.
Abstract
The purpose of this study was to determine the increase in digital literacy and students creative thinking abilities after they learned using the STEAM approach. This study uses the Pre Experiment Design method. The instrument of this study consisted of essay questions for digital literacy and the ability to think creatively. Another instrument used in this study was a questionnaire. The subjects of this study were 32 students at MTs Maarif Cikeruh who studied earth structure and disaster mitigation. The results of this study showed: 1) digital literacy of students experienced improvement from the average pretest score of 80% with an average score of 80, and the posttest score increased to 86% with an average value of 86.2) students creative thinking ability showed an increase as shown by the average value of posttest 74 which is high compared to the average score of pretest 51 with N-Gain 0.4 in the medium category. The students respond positively to learning with the STEAM approach as shown by 25% of students shown on the "Strongly Agree" scale, 59% indicated on the "Agree" scale and 16% on the Disagree scale.
Keywords: STEAM Approach, Digital Literacy, Creative Thinking Ability
Topic: Science Education