ANNOUNCEMENT OF SELECTED PROPOSAL
SEAQiM Research Grants 2021
SEAMEO Regional Centre for QITEP in Mathematics is pleased to announce the 15 selected proposals to receive SEAQiM Research Grants 2021.
|
No |
Name |
Institution |
Title of Research |
|
1 |
Agus Setio |
SMP Negeri 1 Tirtoyudo |
Students Creativity Profiles in Constructing Shiny Geometric Shapes Using 4dframe for Indonesia Independent Day Celebration |
|
2 |
Debo Simbolon |
SMP Swasta Wirahusada Medan |
How Project STEAM Makes Katuktak in Developing Children’s Creativity and Critical Thinking |
|
3 |
Dwi Suprianto |
SMP Negeri 2 Kota Blitar |
STEAM Learning Using 4D Frame Media in Increasing Motivation and Creativity Thinking in Mathematics Lesson For 8th Grades Junior High School 2 Blitar |
|
4 |
Eti Herawati |
SMP Negeri Satu Atap 2 Krangkeng Indramayu |
Mini Garden Immune Booster Digital QR Code Assisted 4DFrame |
|
5 |
Ika Kartika |
SMP Islam Sabilillah Malang |
Application of Learning Through STEAM-Based Scientific Approach assisted by 4D Frame to increase Learning Creativity for Number Pattern Materials in Class VIII |
|
6 |
Joko Hariaji |
SMP Negeri 1 Peureulak |
Improving Multi Literacy Ability Through STEAM Learning Assisted by 4D Frame + BS For Students Of Junior High School |
|
7 |
Kristinawati |
SMP Negeri 2 Salatiga |
Communications And Critical Thinking Skills In a STEAM Project “The Sets in a Zoo”: A Case Study |
|
8 |
Laili Khairi |
Teuku Nyak Arif Fatih Bilingual School |
The Effect Of STEAM Education On Secondary School Students’ Design Thinking Mindset and Attitude Towards Sustainable Development |
|
9 |
Ni Made Anita Wijaya |
SMP Taman Rama Jimbaran |
STEAM Approach To Increase Activeness and Motivation Learning Using 4dframe in Grade 7 Smp Taman Rama Jimbaran |
|
10 |
Novi Purnama Sari |
SMP Negeri 4 Palembang |
The Effects Of STEAM Approach In The Context Of Palembang Cultural Heritage By Using 4D Frame on Students’ Attitude Towards Mathematics |
|
11 |
Nuha Fazlussalam |
IIS PSM Magetan |
Development of Learning Kit With Open Ended-STEAM Approach Using 4dframe Media to Improve Mathematical Creative Thinking Ability |
|
12 |
Rio Mardani |
SMP Negeri 8 Batam |
The Effect Of Using STEAM + 4Dframe Learning on Developing Student’s Computational Thinking Skills |
|
13 |
Syakti P Sriyansyah |
Global Prestasi School |
Improving Secondary Students’ Mathematical Literacy on The Fishing Traps Theme Through A 4d-Frame Assisted STEAM Activities in The Problem-Based Instruction |
|
14 |
Tantan Sutandi |
SMP Negeri 2 Ciamis |
Fostering The Students’ Higher-Order Thinking Skills Through Steam Integrated Project-Based Learning in The Context of A Windmill-Powered House |
|
15 |
Tri Ratnaningsih |
SMP Negeri 3 Arjasa |
Students’ Perception of Learning Mathematics with STEAM Approach Using 4DFrame |
>> click here to download pdf version <<
Further assistance will be provided via WhatsApp.
For more information, the selected participants may reach Mr. Yoga (0877 3640 1193 – WA).