Integration of STEAM in Teaching Modern Geometry through Batik Motifs Creation with Algebraic Surfaces

Author:

Parhusip Hanna A.1,Purnomo Hindriyanto D.2,Nugroho Didit B.1,Kawuryan Istiarsi S.S.3

Affiliation:

1. Master's Program in Data Science, Universitas Kristen Satya Wacana, Jl. Diponegoro 52‐60 Salatiga 50711 Jawa Tengah, Indonesia

2. Dept. of Information Technology, Universitas Kristen Satya Wacana, Jl. Diponegoro 52‐60 Salatiga 50711 Jawa Tengah, Indonesia

3. Development Economics Study Program, Universitas Kristen Satya Wacana, Jl. Diponegoro 52‐60 Salatiga 50711 Jawa Tengah, Indonesia

Abstract

This paper explains teaching modern geometry for schools using software called Surfer and converting the algebraic surfaces into Batik motifs as one example of teaching mathematics with the integration of STEAM. Typical algebraic surfaces known in schools were, for example, cylinders and spheres which are identified as traditional geometry in this article. On the other hand, other geometrical objects that are not solely identified as traditional ones are called modern geometrical objects. The objects addressed here are governed by multiple algebraic surfaces and existed in the software called Surfer. The software is used for students to learn traditional geometry initially. After knowing how the software Surfer is doing, the software can be used for drawing more complex geometrical objects that are named to be modern geometry. This software is introduced for students in middle schools until students in the university such that technology and art are immersed in learning geometry. In this research, the activity involved creating a Batik piece which was a local textile in Indonesia based on algebraic surfaces created with Surfer. There were two methods of presenting the motif, these are after drawing the algebraic surfaces, students copied the surfaces into textiles using drawing Batik procedures. In the second method, students received some prototypes of algebraic surfaces and converted them into new patterns which were illustrated on a special paper for a copper stamp prototype later on. Using geometry as the routine topic which must be learned by any level of students in learning mathematics, the learning, innovation skills, and technology skills are direct educational values that are targeted by the activities with the approach presented in this article. The educational value is not only for the sake of mathematics and its content but also for integrating mathematics with other fields and exploring mathematical terms such that STEAM is introduced in this sense. The article here has addressed learning geometry by combining technology, art, and creating products to the related geometrical studied objects to develop learning skills, innovative skills, and technology skills that are educational values required skills in 21st-century education.

Publisher

Research Information Ltd.

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