Implementasi Metode STEAM Pada Pembelajaran Matematika Berbantuan Media Flashcard untuk Meningkatkan Hasil Belajar Siswa Kelas II SDN Tanjungrejo 2
Abstract
Abstract: This research is motivated by the choice of media and methods that are less varied in mathematics learning, which has an impact on the low learning outcomes of grade 2 students. Therefore there is a need for innovation, one of which is through the use of the STEAM (science, technology, engineering, art and mathematics) learning method. with the help of flashcard media. This research is Classroom Action Research (PTK) using the Kemmis and Mc Taggart model which consists of 2 cycles with 4 stages, including planning, implementation, observation and reflection. This research involved 28 grade 2 students at SDN Tanjungrejo 2 Malang as subjects. This research data is in the form of qualitative and quantitative analysis. The results of this research were that in cycle 1, 11 students or 42% obtained scores above the KKM (≥ 70), and 15 students or 58% obtained scores below the KKM (<70). Then in cycle 2 there was an increase of 24 students or 86% getting scores above the KKM, and as many as 4 students or 14% getting scores below the KKM. Thus, the use of the STEAM method with the help of flashcard media in mathematics subjects can improve student learning outcomes.