Fostering students’ motivation to learn mathematics through steam project using 4DFrame Toolkit

Peningkatan motivasi belajar matematika siswa dengan pendekatan STEAM menggunakan 4DFrame Toolkit

  • Tri Ratnaningsih SMP Negeri 3 Arjasa
Kata Kunci: 4DFrame, mathematics, STEAM, students' motivation

Abstrak

One of the impacts of pandemic in education is the learning process that must turn into online learning. Some students are not ready to accept this change, thus reducing their motivation to learn mathematics. Teachers must find new ways to increase learning motivation. One of them uses the STEAM approach. Therefore, this study aims to determine whether a STEAM project using 4Dframe can increase students' motivation to learn mathematics. In this study, students learn about triangles and quadrilaterals by making balls from straws and designing “Taxi Ijen” using 4Dframes. This research is classroom action research with two cycles. The research participants were 15 seventh grade students of SMPN 3 Arjasa. The instruments used are questionnaires and observation sheets. Data analysis used text analysis and descriptive statistics. The results of the observation sheet showed an increase in student activity by 28.8%. However, the indicators of student activity such as asking, answering questions, and arguing still have a value below 75%. While the results of the motivation questionnaire showed that students' learning motivation had increased, indicated by 0% students having low motivation, 6.67% having moderate motivation, 67.67% having high motivation, and 26.67% having very high motivation. These results indicate that the STEAM project using 4Dframe can increase students' motivation to learn mathematics in class VII SMPN 3 Arjasa.

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SMP Negeri 3 Arjasa, Jl. Gading No. 50 Dusun Teratai Kab. Jember kode pos 68191, Kelurahan / Desa Darsono, Kecamatan Arjasa, Kab. Jember, Jawa Timur, Indonesia

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2022-12-30
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