Development of Multimedia Interactive Application With STEM Approach in Force and Motion Materials to Train Creative Thinking Skills of Fourth Grade Students in Elementary School
Penelitian ini akan mengembangkan aplikasi multimedia interaktif dengan pendekatan STEM (Science, Technology, Engineering, and Mathematics) yang selaras dengan kemajuan abad 21 serta dapat melatihkan keterampilan berpikir kreatif siswa. Aplikasi multimedia interaktif yang dikembangkan ini bernama Ilmuwan Alit untuk materi gaya dan gerak kelas IV SD. Tujuan dari penelitian ini untuk mengetahui kelayakan media yang dikembangkan ditinjau dari aspek validitas, kepraktisan, dan keefektifan dalam melatihkan keterampilan berpikir kreatif siswa. Penelitian ini menerapkan model R&D yang dijabarkan oleh Sugiyono dengan mengadaptasi pada tahap 1-6 saja yaitu (1) tahap analisis potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi produk, (5) revisi desain, (6) uji coba produk. Teknik pengumpulan data didapatkan melalui validasi, angket respon guru dan siswa, serta tes keterampilan berpikir kreatif siswa melalui uji coba produk pada 28 siswa kelas IV SD Muhammadiyah 2 Taman. Teknik analisis data penelitian ini menggunakan teknik analisis data deskriptif kuantitatif. Hasil validasi media mendapatkan presentase 89,00%, validasi materi 88,72% secara keseluruhan termasuk kategori sangat valid. Skor kepraktisan melalui respon siswa mendapatkan presentase 98,67% dan respon guru 96,66% termasuk kategori sangat praktis. Keefektifan media diperoleh berdasarkan uji N-Gain dan Mann Whitney dari hasil tes keterampilan berpikir kreatif siswa, melalui uji N-Gain diperoleh skor kelas eksperimen sebesar 0,61 dan kelas kontrol sebesar 0,22 artinya keterampilan berpikir kreatif siswa pada kelas eksperimen lebih meningkat daripada kelas kontrol, serta Uji Mann Whitney menunjukkan adanya perbedaan skor N-Gain antara kelas eksperimen dan kontrol. Hasil analisis menunjukan bahwa aplikasi multimedia interaktif Ilmuwan Alit dengan pendekatan STEM pada materi gaya dan gerak untuk melatihkan keterampilan berpikir kreatif siswa sangat layak digunakan sebagai media dalam proses pembelajaran sekaligus mampu menstimulus siswa untuk merekayasa proyek dengan memanfaatkan benda sekitar yang menerapkan konsep materi gaya dan gerak.
Kata Kunci: Multimedia Interaktif, Pendekatan STEM, Keterampilan Berpikir Kreatif.
This research will develop interactive multimedia applications with a STEM (Science, Technology, Engineering, and Mathematics) approach that is in line with 21st century progress also can train the student’s creative thinking skills. The interactive multimedia application that was developed is named Ilmuwan Alit for the force and motion material. The purpose of this study was to determine the feasibility of media developed through aspects of validity, practicality, and effectiveness in training students' creative thinking skills. This research applied the R&D model described by Sugiyono by adapting it only in stages 1-6, namely (1) the analysis of potentials and problems, (2) data collection, (3) product design, (4) product validation, (5) design revision, (6) product testing. Data collection techniques were obtained through validation, teacher and student response questionnaires, and tests of students' creative thinking skills through product trials on 28 fourth grade students of SD Muhammadiyah 2 Taman. The data analysis technique of this research uses descriptive quantitative data analysis techniques. The results of media validation got a percentage of 89.00%, material validation of 88.72% overall is categorized as very valid. The practicality score through the student's response got a percentage of 98,67% and the teacher's response was 96,66% which mean very practical category. The effectiveness of the media was obtained based on the N-Gain test and the Mann Whitney test from the results of the students' creative thinking skills test, through the N-Gain test the experimental class score was obtained by 0.61 and the control class was 0.22 which mean that the students' creative thinking skills in the experimental class increased more than the control class, as well as the Mann Whitney test, showed the difference in N-Gain scores between the experimental and control classes. The results of the analysis show that the Ilmuwan Alit interactive multimedia application with the STEM approach to the material of force and motion to train students' creative thinking skills is very feasible to be used as a medium in the learning process as well as being able to stimulate students to engineer projects by utilizing surrounding objects that apply the concept of force and motion material.
Keywords: Interactive Mmultimedia, STEM Approach, Creative Thinking Skills.