Penelitian ini merupakan penelitian kuantitatif bertujuan untuk mengetahui kevalidan, kepraktisan dan keefektifan bahan ajar berbasis STEAM dalam melatihkan keterampilan berpikir kreatif siswa SMP kelas VIII. Metode yang digunakan adalah pengembangan yang mengacu pada metode R&D (Research and Development), kemudian bahan ajar ini diuji coba menggunakan desain preeksperimental One-Group Pretest-Posttest. Penelitian ini dilakukan pada siswa kelas VIIIA SMP PJ Global School Malang pada bulan Juli 2019. Hasil dari pengumpulan data kemudian dianalisis menggunakan skala likert untuk mengukur kevalidan dan kepraktisan, dan skala Guttman untuk mengukur kepraktisan dari respon siswa.Berdasarkan penelitian yang telah dilakukan, diperoleh bahwa pada hasil validasi bahan ajar berbasis STEAM mendapatkan skor rata-rata skor sebesar 91,02 yang termasuk dalam kategori sangat layak pada sisi kepraktisan ditinjau dari keterlaksanaan pembelajaran dari lesson plan dan respon siswa. Keterlaksanaan pembelajaran termasuk dalam kategori sangat baik. Respon siswa terhadap bahan ajar sebesar 91,67% termasuk dalam kategori sangat layak dan pada sisi keefektifan, hasil posttest tes keterampilan berpikir kreatif terdapat 75% siswa yang mengalami peningkatan kategori sedang dan 25% siswa termasuk kategori rendah berdasarkan dari skor N-Gain rata-rata sebesar 0,31. Terdapat peningkatan pada setiap indikator keterampilan berpikir kreatif berdasarkan skor N-gain yaitu sebesar 0,24 pada indikatorkebaruan, 0,30 pada indikator keluwesan dan 0,42 pada indikator kelancaran. Sehingga bahan ajar berbasis STEAM ini layak untuk melatihkan keterampilan berpikir kreatif siswa.
Kata kunci: bahan ajar, STEAM, keterampilan berpikir kreatif
This research is a quantitative study that aimed to determine the validity, practicality and effectiveness of STEAM-based teaching materials in improving creative thinking skills of eighth grade junior high school students. The method used is development research that refers to the R&D (Research and Development) method, then this teaching materials is tested using the pre-experimental One-Group PretestPosttest design. This research was conducted on VIIIA grade students of PJ Global Junior High School Malang in July 2019. The results of the data collection were then analyzed using a Likert scale to measure validity and practicality, and the Guttman scale to measure the practicality of student responses. Based on the research conducted, it was found that the results of the validation of STEAM-based teaching materials get an average score of 91.02 which is included in the category of very feasible on the practical side in terms of the implementation of learning from lesson plans and student responses. The implementation of learning is included in the excellent category. Student responses to teaching materials by 91.67% are included in the very feasible category and on the effectiveness side, the results of the posttest creative thinking skills test there were 75% students who experienced an increase in the moderate category and 25% students included in the low category based on an average N-Gain score of 0.31. There is an increase in each indicator of creative thinking skills based on the N-gain score that is equal to 0.24 in the indicators of originality, 0.30 in the flexibility indicator and 0.42 in the fluency indicator. So the STEAM-based teaching material is feasible to improve creative thinking skills of students.
Keywords: teaching material, STEAM, creative thinking skills