DESAIN PRAKTIKUM BERBASIS STEM PADA MATERI POLIMER MELALUI PEMBUATAN EDIBLE FILM UNTUK MENGEMBANGKAN KREATIVITAS SISWA - Tri Suharti Jupita, - (2021)
Penelitian ini dilatarbelakangi oleh pentingnya pengembangan kreativitas siswa menggunakan desain praktikum berbasis STEM pada materi Polimer. Tujuan pada penelitian ini, yaitu (1) memperoleh desain praktikum berbasis STEM pembuatan edible film, (2) memperoleh informasi keterlaksanaan praktikum, (3) pengembangan kreativitas siswa setelah praktikum (4) mengetahui respon siswa dan guru setelah praktikum. Penelitian ini menggunakan metode Research and Development (R&D). Tahapan penelitian R&D meliputi: tahap pengumpulan informasi, tahap penyusunan produk, tahap validasi dan revisi, serta tahap uji coba terbatas. Subjek penelitian adalah 6 orang siswa kelas XII di salah satu MA di Kabupaten Sumedang. Pengumpulan data dilakukan melalui validasi desain praktikum, LKS dan RPP, observasi keterlaksanaan, soal berpikir kreatif dalam LKS, observasi sikap dan kinerja kreatif, serta angket tanggapan siswa dan guru. Hasil analisis praktikum pada materi polimer di SMA menunjukan praktikum pembuatan edible film baru bagi siswa. Sehingga dilakukanlah optimasi pembuatan edible film dengan hasil terbaik pada komposisi pati 4,5 gr dan gliserol 1,75 mL. Kemudian dirancanglah desain praktikum pembuatan edible film berbasis STEM, LKS, dan RPP, yang divalidasi dengan hasil 0,86, 0,87 dan 0,95. Hal ini menunjukan semuanya melampaui titik CVR (0,736) sehingga dapat disimpulkan desain praktikum, LKS dan RPP valid. Hasil analisis keterlaksanaan praktikum berada pada kategori baik dengan persentase 76,17%. Hasil analisis terhadap berpikir kreatif, sikap kreatif dan kinerja kreatif menunjukan hasil dengan kategori kreatif dengan persentase 81%, 77% dan 80%. Hasil respon siswa dan guru berada pada kategori baik dengan persentase 82,87% dan 81,11%. Hasil ini menunjukan bahwa desain praktikum berbasis STEM melalui pembuatan edible film dapat digunakan dalam proses pembelajaran untuk mengembangkan kreativitas siswa. This research was based on the importance of developing student creativity using a STEM-based practicum design on polymer topic. This research aims at (1) obtaining a STEM-based practicum design for making edible film, (2) obtaining information on practicum implementation, (3) developing the student creativity after implementing the practicum (4) finding out the students' response and teachers' response after implementing the practicum. This research uses the Research and Development (R&D) method. The stages of R&D research are: the information gathering stage, product preparation stage, validation and revision stage, and limited trial stage. The research participants were 6 students of class XII in one MA in Sumedang Regency. Data collection was conducted through validation of practicum designs, worksheets and lesson plans, observations of implementation the practicum, creative thinking questions in worksheets, observations of the students' attitude and the students' performance, and questionnaires of students and teacher response. The results of this practicum on polymer topic in high school show that the practicum of making new edible films for students. So that, making edible film was optimized with the best results on the composition of starch 4.5 g and glycerol 1.75 mL. Then a practicum design for making edible films based on STEM, LKS, and RPP was designed, which was validated with the results 0.86, 0.87 and 0.95. This shows that everything beyonds the CVR point (0.736) so that it can be concluded that the practicum design, worksheets and lesson plans are valid. The results of practicum implementation are in the Good category with the percentage 76.17%. The results of creative thinking, creative attitudes and creative performance are in the Creative category with the percentage 81%, 77% and 80%. The results of the students and teacher responses are in the Good category with the percentage 82.87% and 81.11%. These results indicate that the STEM-based practicum design through making edible films can be used in the learning process to develop student creativity.