Implementation of STEAM-PjBL to Increase Learning Outcomes of Grade VI Elementary School Students

Authors

  • Retno Rahayu Setiyawin
  • Heny Sulistyaningrum

Keywords:

STEAM, PjBL, Outcomes learning

Abstract

This research is motivated by the low level of learning outcomes of grade VI students. There are still many students who only memorize science material, but their abilities are low in applying the concepts that have been learned. So, it demands the teachers to make learning innovations. One of which is by implementing a STEAM-PjBL. That is learning where students completed a project to solve problems based on STEAM (Science, Technology, Engineering, Arts, and Math). The purpose of this research is to increased learning outcomes of 6th grade students using STEAM-PjBL. The data collection techniques using observation instruments and learning outcomes tests. The analysis data used in this research were quantitative descriptive. The results show that the STEAM-PjBL can increase the science learning outcomes of class VI SDN Dikir students, as indicated by the increase in students reaching KKM, namely 24 students out of 28 students with a percentage of 85,71%. STEAM-PjBL encourages students to be actively involved in learning, both cognitive, affective, and psychomotor, which have an impact on increase creative and innovative thinking skills in grade VI SDN Dikir students.

References

Fadiana, M., Amin, S. M., Lukito, A., Wardhono, A., & Aishah, S. 2019. Assessment of seventh grade students’ capacity of logical thinking. Jurnal Pendidikan IPA Indonesia, 8(1), p.75-80.

Fadiana, M. 2015. Math Learning Model that Accommodates Cognitive Style to Build Problem-Solving Skills. Higher Education Studies.

Kemdikbud. 2013. Permendikbud No 67 Tahun 2013 tentang Kerangka Dasar dan Struktur Kurikulum Sekolah Dasar/Madrasah Ibtidaiyah. Journal of Chemical Information and Modeling 01 (01): p.1689-1699.

Mu'minah, Halimatul, and Suryaningsih. 2020. Implementasi STEAM (Science, Technology, Engineering, Art and Mathematic) dalam Pembelejaran Abad 21. Jurnal Bio Educatio 5, p.65-73.

Pamungkas, A, B Subali, and Linuwih S. 2017. Implementasi Model Pembelajaran IPA Berbasis Kearifan Lokal untuk meningkatkan Kreativitas dan Hasil Belajar Siswa. Jurnal Inovasi Pendidikan IPA 3 (2), p.118.

Permanasari, A. 2016. STEM Education: Inovasi dalam Pembelajaran Sains. Accessed 20 April 2021. http://media.neliti.com.

Rizqoh, A. 2019. Penerapan Media Amazing Topeng Malang untuk Meningkatkan Kemampuan Literasi dan Keterampilan Berpikir Kreatif dalam Pembelajaran Tematik Kelas IV SDN 2 Girimoyo Malang. Didakdita Pendidikan Dasar 3 (2), p.341-358.

Roehrig, Justin R. McFadden and Gillian H. 2017. Exploring teacher design team endeavors while creating an elementary-focused STEM-integrated curriculum. International Journal of STEM Education 21.

Soldiana. 2018. Pembelajaran Cooperatif Student STEAM Achievment dalam Upaya Meningkatkan Hasil Belajar PKn Siswa kelas V SD Negeri 168060 Kota Tebing Tinggi. ESJ (Elementary School Journal) 8 (4).

Stoilescu, Dorian. 2019. Exploring the Introduction of Computational Thinking in STEM Education in Schools. Southeast Asian Mathematics Education Journal, p.17-24.

Sukiyani, Fita. 2021. Stem Education With Microsoft 365. Indonesia.

Sulistyaningrum, H., Winata, A., & Cacik, S. (2019). Analisis Kemampuan Awal 21st Century Skills Mahasiswa Calon Guru SD. Jurnal Pendidikan Dasar Nusantara, 5(1), p.142-158.

Tim Departemen SD. 2020. Bahan Ajar Design Thinking (Desain Berpikir). Malang: P4TK PKn&IPS.

Yanthi, N, B Milama, H Choirunisa, and S M Yuliariatiningsih. 2019. “STEM Learning Content in Elementary School National. Journal of Physics.

Yulaelawati, Ella. 2019. Kurikulum dan Pembelajaran Filosofi, Teori, dan Aplikasi . Jakarta: Pakar Raya.

Zubaidah, S. 2019. STEAM (Science, Technology, Engineering, Art and Mathematics): Pembelajaran untuk Memberdayakan keterampilan Abad 21. The SAGE Encyclopedia of Lifespan Human Development 1-18.

Downloads

Published

2021-07-30