This study aims to determine the effect of using STEAM digital teaching materials on increasing creative problem-solving skills. This study has a quasi-experimental research design with a nonequivalent control group. This study employed a random sampling technique and obtained Class 8-F as the experimental class and Class 8-H as the control class. Data were collected using documentation, tests, and questionnaires. The data analysis carried out was a homogeneity test, normality test, t-test, n-gain test, and analysis of students’ responses. According to this study, it can be concluded that there is an effect of STEAM digital teaching materials to increase creative problem-solving skills. The t-test results indicate a significant difference in students’ average creative problem-solving skills in the experimental and control classes. The effect of STEAM digital teaching materials is proven by an increase in creative problem-solving skills, which are analyzed using N-gain, resulting in the high category (0.73) for the experimental class with STEAM digital teaching materials and the medium category (0.50) for the control class after using STEAM digital teaching materials.
| Primary Language | English |
|---|---|
| Subjects | Lifelong learning |
| Journal Section | Research Article |
| Authors | |
| Submission Date | May 24, 2023 |
| Publication Date | July 1, 2024 |
| DOI | https://doi.org/10.17718/tojde.1302079 |
| IZ | https://izlik.org/JA93KP96ZA |
| Published in Issue | Year 2024 Volume: 25 Issue: 3 |