Peningkatan Kreativitas Belajar Peserta Didik Melalui Pendekatan Saintifik Berbasis Steam Di Sekolah Dasar
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Abstract
Penelitian ini bertujuan untuk mengetahui apakah pendekatan saintifik berbasis STEAM dapat meningkatkan kreativitas belajar peserta didik pada pembelajaran tematik kelas V SD Negeri 16 Purwodadi tahun pelajaran 2020/2021. Penelitian ini merupakan Penelitian Tindakan Kelas dengan 2 siklus. Teknik pengumpulan data menggunakan wawancara, observasi, dokumentasi. Hasil penelitian menunjukkan bahwa terdapat peningkatan kreativitas belajar peserta didik, yaitu melakukan hal baru, 42,50% menjadi 50,63% (siklus I), 76,88% (siklus II). Menyelesaikan pembelajaran, 41,25% menjadi 54,38% (siklus I), 75,63% (siklus II). Memperhatikan media dan bahan ajar, 35% menjadi 55,63% (siklus I), 76,25% (siklus II). Antusias, 35% menjadi 55,63% (siklus I), 76,25% (siklus II). Berani menjawab, 38,75% menjadi 54,38% (siklus I), 75% (siklus II). Berani mengungkapkan ide, 31,25% menjadi 53,13% (siklus I), 74,38% (siklus II). Teliti, 35% menjadi 55,63% (siklus I), 80,63% (siklus II). Tidak putus asa, 42,50% menjadi 50,63% (siklus I), 76,88% (siklus II). Ulet, 41,25% menjadi 54,38% (siklus I), 76,25% (siklus II). Membuat karya, 33,75% menjadi 56,25% (siklus I), 78,13% (siklus II). Disimpulkan bahwa pembelajaran menggunakan pendekatan saintifik berbasis STEAM dapat meningkatkan kreativitas belajar pada pembelajaran tematik kelas V SD Negeri 16 Purwodadi tahun pelajaran 2020/2021
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