Pengembangan Media Pembelajaran berbasis Model PBL-STEAM pada Virtual Reality untuk Meningkatkan Keterampilan Berpikir Kritis
Development of Learning Media based on the PBL-STEAM Model in Virtual Reality to Improve Critical Thinking Skills
Tujuan penelitian ini menghasilkan media pembelajaran virtual reality berbasis model PBL-STEAM dengan nama Virtual Reality of Seismik Wave (VR-SEIWA) yang layak (ditinjau dari validitas, kepraktisan dan keefektifan) untuk mendukung pembelajaran fisika pada materi gelombang mekanik sub materi gelombang seismik untuk meningkatkan keterampilan berpikir kritis peserta didik SMA. Pengembangan media pembelajaran VR-SEIWA menggunakan model ADDIE. Desain uji coba yang digunakan one group pretest pot-test design. Pengumpulan data menggunakan metode validasi, observasi, tes dan angket dengan menggunakan dua kelas pada satu sekolah. Teknik analisis data menggunakan percentage of agreement, perhitungan N-gain, Uji t-berpasangan, dan uji t-independent. Hasil penelitian menunjukkan bahwa media pembelajaran VR-SEIWA berbasis model PBL-STEAM telah layak digunakan untuk meningkatkan keterampilan berpikir kritis peserta didik. Kriteria valid diperoleh dari hasil validitas dan reliabilitas media pembelajaran sebesar 0,731, validitas silabus sebesar 0,767, validitas RPP sebesar 0,724, validitas handout sebesar 0,851, validitas LKPD sebesar 0,814, validitas soal keterampilan berpikir kritis sebesar 0,711 dan validitas angket respon sebesar 0,890. Kriteria praktis diperoleh dari penilaian keterlaksanaan RPP dan aktivitas peserta didik yang berkategori sangat baik pada kedua aspek. Kriteria efektif diperoleh dari tes keterampilan berpikir kritis: 1) adanya peningkatan skor keterampilan berpikir kritis secara signifikan pada alpha 0,05; 2) rata-rata N-gain pada kedua kelas berkategori tinggi 0,85 dan 0,84; 3) rata-rata N-gain tidak ada perbedaan signifikan pada kedua kelas; 4) Respons peserta didik pada kedua kelas masing-masing memberikan respon positif terhadap pembelajaran fisika dengan pembelajaran menggunakan media VR-SEIWA berbasis model PBL-STEAM. Oleh karena itu, media pembelajaran VR-SEIWA berbasis model PBL-STEAM dapat dikembangkan secara luas pada materi fisika lainnya dan dapat dilakukan ulang untuk sampel yang lebih besar, dan dapat digunakan untuk meningkatkan keterampilan berpikir kritis peserta didik.
Kata Kunci: Media Virtual Reality, Problem Based Learning, STEAM, Keterampilan Berpikir Kritis
The aim of this research is to produce virtual reality learning media based on the PBL-STEAM model with the name Virtual Reality of Seismic Wave (VR-SEIWA) which is feasible (in terms of validity, practicality and effectiveness) to support physics learning in mechanical wave material, seismic wave sub-material to improve critical thinking skills of high school students. Development of VR-SEIWA learning media using the ADDIE model. The trial design used was one group pretest pot-test design. Data collection used validation, observation, test and questionnaire methods using two classes in one school. Data analysis techniques use percentage of agreement, N-gain calculation, paired t-test, and independent t-test. The research results show that the VR-SEIWA learning media based on the PBL-STEAM model is suitable for use to improve students' critical thinking skills. Valid criteria were obtained from the results of the validity and reliability of the learning media at 0,731, the validity of the syllabus at 0,767, the validity of the lesson plans at 0,724, the validity of the handouts at 0,851, the validity of the LKPD at 0,814, the validity of the thinking skills questions criticality was 0,711 and the validity of the response questionnaire was 0,890. Practical criteria are obtained from assessing the implementation of lesson plans and student activities which are categorized as very good in both aspects. Effective criteria are obtained from the critical thinking skills test: 1) there is a significant increase in critical thinking skills scores at alpha 0.05; 2) the average N-gain in the two high category classes is 0.85 and 0.84; 3) the average N-gain has no significant difference in the two classes; 4) Student responses in both classes each gave positive responses to physics learning by learning using VR-SEIWA media based on the PBL-STEAM model. Therefore, VR-SEIWA learning media based on the PBL-STEAM model can be widely developed on other physics materials and can be repeated for larger samples, and it can be use to improve students' critical thinking skills.
Keywords: Virtual Reality Media, Problem Based Learning, Critical Thinking Skills.