Tinjauan Literatur Sistematis
Implementasi Pembelajaran Matematika Berbasis Steam Dengan Media 4dframe Untuk Meningkatkan Kreativitas Siswa
DOI:
https://doi.org/10.21154/imej.v2i2.60Abstract
Penelitian ini bertujuan untuk mengetahui dampak implementasi pembelajaran matematika berbasis STEAM dengan media 4Dframe terhadap kemampuan berpikir kreatif siswa. Metode yang digunakan dalam penelitian ini adalah Systematic Literature Review (SLR) untuk mengidentifikasi, menilai, dan menafsirkan semua bukti penelitian yang tersedia. Dari hasil pencarian menggunakan kata kunci spesifik, ditemukan sebanyak 34 artikel, yang kemudian diseleksi secara bertahap dan sistematis melalui kriteria inklusi dan eksklusi hingga menyisakan 7 artikel yang paling relevan untuk dianalisis. Hasil dari penelitian ini menunjukkan bahwa integrasi 4Dframe dalam pendekatan STEAM terbukti efektif dalam meningkatkan kreativitas siswa, yang ditunjukkan oleh: (1) siswa menjadi lebih aktif, antusias, dan mampu menghasilkan desain produk yang beragam seperti gerbang, taman, robot, dan struktur geometris, (2) adanya peningkatan hasil belajar secara signifikan, seperti yang ditunjukkan oleh peningkatan rata-rata nilai dan persentase ketuntasan siswa dalam beberapa studi kasus.
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