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Referensi
- Badan Pusat Statistik Kabupaten Bengkulu Tengah. 2019. Profil Kabupaten Benteng: Statistics of Bengkulu Tengah Regency. Bengkulu.
- Buinicontro, J. K. (2019). Gathering STEAM: Policy, Curricular, And Programmatic Developments In Arts-Based Science, Technology, Engineering, And Mathematics Education Introduction To Special Issue Of Art Education Policy Review: STEAM Focus. Art Education Policy Review Journal. Volume 119, 2018 - Issue 2.
- Estriyanto, Y. 2020. Menanamkan Konsep Pembelajaran Berbasis STEAM (Science, Technology, Engineering, Art, and Mathematics) pada Guru-guru Sekolah Dasar di Pacitan. Jurnal Ilmiah Pendidikan Teknik Kejuruan (JIPTEK), 2020: 13(2), 68-74. DOI: https://dx.doi.org/10.20961/jiptek.v13i2.45124.
- Fitri, R. 2014. Penerapan Strategi The Firing Line pada Pembelajaran Matematika Siswa Kelas XI IPS SMA Negeri 1 Batuputih. Jurnal Pendidikan Matematika UNP Vol 3 No 1.
- Hendriana, H., dan Soemarmo, U. 2019. Penilaian Pembelajaran Matematika. Bandung: Refika Aditama.
- Nasrah, Amir RH & Purwanti Y. 2021. Efektivitas Model Pembelajaran STEAM (Science, Technology, Engineering, Art, and Mathematics) pada Siswa Kelas IV SD. (JKPD) Jurnal Kajian Pendidikan Dasar, 2020: 6 (1), 1-13.
- Nurhasanah & Zelela. 2021. Penerapan Pembelajaran Inovatif STEAM di Sekolah Dasar. JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan, 2021: 5(2), 204-211.
- Nurhikmayati. 2019. Implementasi STEAM dalam Pembelajaran Matematika. Jurnal Didactical Mathematics, 2019: 1(2), 41-50.
- Shadiq, F. 2019. Pembelajaran Matematika pada Era Industri 4.0. Suatu Tantangan Bagi Guru dan Pendidik Matematika. Prosiding pada Seminar Nasional Penelitian Pendidikan Matematika UMT.
- Suherman, E. 2018. Strategi Pembelajaran Matematika Kontemporer. Bandung: PT Remaja Rosdakarya.
- Wachidi & Sudarwan. 2021. Pelatihan Penggunaan Pendekatan Pembelajaran STEAM Berbasis Proyek dan Bahan Loose Parts pada Guru PAUD Dharma Wanita Kota Bengkulu. Jurnal Abdi Pendidikan, 2021: 2(1), 57-61.
- Wijaya, A.D., 2018. Implementasi Pembelajaran Berbasis STEAM (Science, Technology, Engineering, Art, Mathematics) Pada Kurikulum Indonesia. Prosiding pada Seminar Nasional Fisika dan Aplikasinya. Universitas Padjadjaran Bandung.Sabtu 21 November.
- Yensy, NA. 2019. "Sosialisasi Active Learning Matematika Melalui Permainan kartu bagi Guru-guru SDN 69 Kota Bengkulu. Jurnal Dharma Raflesia (Jurnal Ilmiah Pengembangan dan Penerapan IPTEKS) Edisi XVII, DOI: 10.33369/dr.v16i1.4828.
- Yensy, NA. 2020a. Metode Alternatif Menentukan KPK dan FPB Suatu Bilangan Bulat dengan Menggunakan Alat Peraga. PENDIPA Journal of Science Education, 2020: 4(2), 107-114.
- Yensy, NA. 2020b. The Method to Solve Problems About Fraction by Using the Manipulative Media. Advances in Social Science, Education and Humanities Research, Series Volume Number 532, Proceedings of the International Conference on Educational Sciences and Teacher Profession (ICETeP 2020).
Referensi
Badan Pusat Statistik Kabupaten Bengkulu Tengah. 2019. Profil Kabupaten Benteng: Statistics of Bengkulu Tengah Regency. Bengkulu.
Buinicontro, J. K. (2019). Gathering STEAM: Policy, Curricular, And Programmatic Developments In Arts-Based Science, Technology, Engineering, And Mathematics Education Introduction To Special Issue Of Art Education Policy Review: STEAM Focus. Art Education Policy Review Journal. Volume 119, 2018 - Issue 2.
Estriyanto, Y. 2020. Menanamkan Konsep Pembelajaran Berbasis STEAM (Science, Technology, Engineering, Art, and Mathematics) pada Guru-guru Sekolah Dasar di Pacitan. Jurnal Ilmiah Pendidikan Teknik Kejuruan (JIPTEK), 2020: 13(2), 68-74. DOI: https://dx.doi.org/10.20961/jiptek.v13i2.45124.
Fitri, R. 2014. Penerapan Strategi The Firing Line pada Pembelajaran Matematika Siswa Kelas XI IPS SMA Negeri 1 Batuputih. Jurnal Pendidikan Matematika UNP Vol 3 No 1.
Hendriana, H., dan Soemarmo, U. 2019. Penilaian Pembelajaran Matematika. Bandung: Refika Aditama.
Nasrah, Amir RH & Purwanti Y. 2021. Efektivitas Model Pembelajaran STEAM (Science, Technology, Engineering, Art, and Mathematics) pada Siswa Kelas IV SD. (JKPD) Jurnal Kajian Pendidikan Dasar, 2020: 6 (1), 1-13.
Nurhasanah & Zelela. 2021. Penerapan Pembelajaran Inovatif STEAM di Sekolah Dasar. JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan, 2021: 5(2), 204-211.
Nurhikmayati. 2019. Implementasi STEAM dalam Pembelajaran Matematika. Jurnal Didactical Mathematics, 2019: 1(2), 41-50.
Shadiq, F. 2019. Pembelajaran Matematika pada Era Industri 4.0. Suatu Tantangan Bagi Guru dan Pendidik Matematika. Prosiding pada Seminar Nasional Penelitian Pendidikan Matematika UMT.
Suherman, E. 2018. Strategi Pembelajaran Matematika Kontemporer. Bandung: PT Remaja Rosdakarya.
Wachidi & Sudarwan. 2021. Pelatihan Penggunaan Pendekatan Pembelajaran STEAM Berbasis Proyek dan Bahan Loose Parts pada Guru PAUD Dharma Wanita Kota Bengkulu. Jurnal Abdi Pendidikan, 2021: 2(1), 57-61.
Wijaya, A.D., 2018. Implementasi Pembelajaran Berbasis STEAM (Science, Technology, Engineering, Art, Mathematics) Pada Kurikulum Indonesia. Prosiding pada Seminar Nasional Fisika dan Aplikasinya. Universitas Padjadjaran Bandung.Sabtu 21 November.
Yensy, NA. 2019. "Sosialisasi Active Learning Matematika Melalui Permainan kartu bagi Guru-guru SDN 69 Kota Bengkulu. Jurnal Dharma Raflesia (Jurnal Ilmiah Pengembangan dan Penerapan IPTEKS) Edisi XVII, DOI: 10.33369/dr.v16i1.4828.
Yensy, NA. 2020a. Metode Alternatif Menentukan KPK dan FPB Suatu Bilangan Bulat dengan Menggunakan Alat Peraga. PENDIPA Journal of Science Education, 2020: 4(2), 107-114.
Yensy, NA. 2020b. The Method to Solve Problems About Fraction by Using the Manipulative Media. Advances in Social Science, Education and Humanities Research, Series Volume Number 532, Proceedings of the International Conference on Educational Sciences and Teacher Profession (ICETeP 2020).