Sihombing, Yusnida (2025) IMPLEMENTATION OF STEAM -BASED PROJECT BASED LEARNING (PjBL) TO IMPROVE STUDENTS’ NUMERACY AND LEARNING ACTIVITY. Thesis(S2) thesis, UNIVERSITAS PASUNDAN.
![]() |
Text
ABSTRACT_Yusnida.docx Download (14kB) |
![]() |
Text
218060017_YusnidaSihombing_MPM.docx Download (25kB) |
Abstract
Students’ numeracy skills and learning engagement are two important aspects in mathematics education in the modern era that demands mastery of 21st century competencies. However, the current reality shows that both aspects are still relatively low, especially in vocational high schools. This is largely due to the limited relevance of learning materials to real-life contexts and the widespread use of conventional teaching methods that do not stimulate student activity and participation. STEAM-based PjBL is believed to be able to improve students’ numeracy skills through exploratory, contextual, and collaborative activities, while encouraging active learning by directly involving students in project planning, implementation, and evaluation. This study is important because the systematic application of STEAM-based PjBL in vocational high school mathematics classes in Indonesia is still relatively rare. By using the topic of “Compound Interest and Annuities” in the context of making a game board, this study not only evaluates its impact on students’ numeracy skills and engagement, but also contributes to the development of a practical and relevant project-based learning model for current educational needs. Keywords : Numeracy skills, Project Based Learning (PjBL), Board Games, STEAM, Student Activity
Item Type: | Thesis (Thesis(S2)) |
---|---|
Subjects: | RESEARCH REPORT |
Divisions: | Pascasarjana > S2-Pendidikan Matematika 2025 |
Depositing User: | Mr soeryana soeryana |
Date Deposited: | 19 Jun 2025 08:52 |
Last Modified: | 19 Jun 2025 08:52 |
URI: | http://repository.unpas.ac.id/id/eprint/76899 |
Actions (login required)
![]() |
View Item |