The Effect of Implementing STEAM and 4Dframe Learning in Developing Students’ Computational Thinking Skills

Rio Mardani Suhardi, Gusnandar Yoga Utama

Open source

DOI
10.46517/seamej.v12i1.138
Published
2022-06-16
Container
Southeast Asian Mathematics Education Journal
Publisher
SEAMEO Regional Centre for QITEP in Mathematics
Open access
unknown

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BibTeX

@article{allodium:10.46517/seamej.v12i1.138,
  title = {The Effect of Implementing STEAM and 4Dframe Learning in Developing Students’ Computational Thinking Skills},
  author = {Rio Mardani Suhardi and Gusnandar Yoga Utama},
  year = {2022},
  journal = {Southeast Asian Mathematics Education Journal},
  doi = {10.46517/seamej.v12i1.138},
  url = {https://doi.org/10.46517/seamej.v12i1.138}
}

RIS

TY  - JOUR
TI  - The Effect of Implementing STEAM and 4Dframe Learning in Developing Students’ Computational Thinking Skills
AU  - Rio Mardani Suhardi
AU  - Gusnandar Yoga Utama
PY  - 2022
JO  - Southeast Asian Mathematics Education Journal
DO  - 10.46517/seamej.v12i1.138
UR  - https://doi.org/10.46517/seamej.v12i1.138
ER  - 

APA

Suhardi, R. M., & Utama, G. Y. (2022). The Effect of Implementing STEAM and 4Dframe Learning in Developing Students’ Computational Thinking Skills. Southeast Asian Mathematics Education Journal. https://doi.org/10.46517/seamej.v12i1.138

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