L. Nur, G. Hamdu, A. Mulyadiprana, E. Nuraeni, A. Yulianto
2013 curriculum is a curriculum model that can integrate skills, themes, conceps, and topics in both within disciplines, across several disciplines and within and across learners. The enactment of the 2013 curriculum will have an impact on the way learning will be designed and implemented by teachers in the classroom. The lessons that are held are not necessarily rigid, absolute housed in the classroom, trapped by an enclosed wall and a short time. Instead learning should be flexible, fun, stimulating student activities and can provide meaningful experiences for students so that students can be creative, productive, and innovative. The purpose of this research is to develop STEM model learning design through water game activity in elementary school. The development of thematic teaching design is done by several experiments to several schools by adopting DBR (Design-Based research) approach. The resulting product is a STEM thematic learning tool based on a water game activity as the implementation of the 2013 curriculum. One of the major reasons for developing this learning tool is to get an example of a learning device integrated with the game. Fun learning but still oriented to learning materials so that learning can be a weapon that will develop student competence. © Published under licence by IOP Publishing Ltd.
Universitas Pendidikan Indonesia, Jalan Dr. Setiabudi 229, Bandung, 40154, Indonesia
Research at a Glance
Register to unlockTopics & SDG Alignment
Register to unlockCollaboration
Register to unlockAuthor Profile (Selected)
Register to unlockReferences Overview
Register to unlockJournal & Source
Register to unlockMetadata & Integrity
Register to unlock