Application of Steam and Scientific Approaches in Various Learning
Models
Alwafa Refinning Anida Setyawan
PIAUD UIN Sunan Kalijaga Yogyakarta
|
Keywords |
Abstract |
|
STEAM, Approach Scientific , Learning Model |
Competitive and productive are the keys to
victory to become a developed country, this is the basic capital for the
Indonesian people to win the global battle and this has been owned since the
time of our ancestors. This study aims to analyze the effectiveness of
applying the STEAM (Science, Technology, Engineering, Arts, and Mathematics)
approach in various learning models and examine its impact on students'
creativity, initiative, and innovation. The application of STEAM learning
with an integrated implementation with the application of application-based
science fields in children's daily lives through a scientific approach, thus
enabling learners to create, take initiative, and innovate individually, because
STEAM content is learning with cross-disciplinary connections through
exploration opportunities so that it is expected that there is a link between
science, technology, engineering, arts, and mathematics by utilizing existing
facilities in the surrounding environment to solve problems in building
positive knowledge. |
Corresponding Author: Alwafa Refinning Anida
Setyawan
E-mail: [email protected]
INTRODUCTION
Efforts to align Indonesia with developed
countries are not easy flipping the
palm of the hand, even though the potential is there, it must be accompanied with hard work from now on (Wibianti, 2021) . Competitive and productive are The key to victory in becoming a developed country is capital the basis of the Indonesian nation can win
the global battle and this has happened owned since era grandma
ancestors We (Joko Widodo: Indonesian Media).
For can face period front Which full with the unknown situation of change, it needs
to be questioned is they own trust self And ability For face
it (Sihotang, 2019) . Enable
them to survive the waves change
towards a Golden Indonesia, a time where Indonesia has become country
Which strong And sturdy. The key
is source Power We must strengthened
early so they can survive (Subyantoro & Suwarto, 2020) . We
must be able build generation early Which own trust self And ability
to face unknown challenges, thus, they
will only be able to survive in the future society. Because what they will face in the future is
uncertain Once found previously. So For overcome
problem This, He must depend on
self Alone For think, Study Alone, And own self-confidence and resilience in facing
something that is not is known (Gainau, 2015) . Besides That, Lots problem No can resolved
only relying on ourselves, so
how to properly convey our thoughts to others, is also an indispensable
ability. An educational concept that focuses on aspects of collaboration,
directing children to think critically, be creative, innovate and find
solutions, which is internationally based and based on Indonesian moral and
cultural values. (Saputra et al., 2023) .
Whether we realize it or not, the world of education continues to innovate so
that if we don't keep up with developments leading to change, we will remain
behind in everything.
In line with matter the in on, Which related with learning active,
innovative as well as think critical in line
with draft learning
STEAM (Science, Technology, Engineering, Art And Mathematics) where
the main concept is that practice is equally important with theory (Kartika, Aroyandini, Maulana, & Fatimah, 2022) . This
means you have to use your hands and
the brain to learn. If child only Study theory in in class so child I
won't Can compensate for change dynamic
world. Main feature STEAM is center learning from various subject
different, Where child Can using their hands and brains. Children
must practice knowledge Which they learn (Sukmawati & Rakhmawati, 2023) .
Application learning
charged STEAM in its
implementation in integrate on fields knowledge
based on application in life daily child through
approach scientific Which possible participant educate become individual Which creative, initiativeand innovative, because STEAM charge is learning with connections cross-disciplinary (Irdalisa, Amirullah, & Dirza, 2022) .
Therefore, when a child's gold is over, it should not be delayed For get stimulation optimal. A explosion
study in neuroscience and other developmental
sciences show us that architecture base brain child built through
process sustainable Which started previously born and continues until mature. Like development House, process development started with laying foundations, framing rooms, and
wiring electrical systems in a predictable order. Early experiences literally
shape and how the brain is built. A strong foundation in the early years
increases the likelihood of positive outcomes. The weak will require education,
clinical care, or other interventions that are less effective and more
expensive than providing important brain-building interactions early in life.
This research aims to analyse the effectiveness of implementing the
STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach in
various learning models and assess its impact on learners' creativity,
initiative, and innovation. In addition, this research also aims to identify
challenges and opportunities in the implementation of the STEAM approach at
various levels of education, examine how the scientific approach can support
the development of 21st century skills in learners, and provide practical
recommendations for educators in integrating STEAM and scientific approaches in
the education curriculum.
The novelty in this research lies in the integrative approach that
combines STEAM and scientific approaches holistically in the learning model.
This research focuses on the application of the STEAM approach in Indonesia,
which has not been widely explored in previous literature, and uses the latest
data analysis methods to evaluate the effectiveness and impact of the STEAM
approach on learner learning outcomes. The study covers different levels of education,
ranging from early childhood education to secondary education, providing a
broad perspective on the application of STEAM. In addition, this study develops
a new theoretical model that explains the relationship between the STEAM
approach, the scientific approach and the development of 21st century skills in
learners. It is hoped that this research can make a significant contribution to
the development of innovative and effective learning models, as well as provide
new insights for educators and policy makers in improving the quality of
education in Indonesia.
RESEARCH
METHODS
This
research uses the literature study method. Literature study is research carried
out by researchers by collecting a number of books, magazines, leaflets
relating to research problems and objectives.
RESULTS AND
DISCUSSION
Understanding
STEAM
1. Science Concept
Science comes from the Latin
word scientia which means "knowledge". So the definition of science
is a way of studying certain aspects of nature in an organized, systematic
manner and through various standardized scientific methods. (Hidayatullah, 2019) . The
scope of science is limited to various things that can be understood by the
senses (sight, touch, hearing, touch and taste) or it can be said that science
is knowledge obtained through learning and proof. (Izzuddin, 2021) .
Indonesian Wikipedia about natural sciences, Science is taken from the Latin
word scienta which literally means knowledge. Sund and Trowbribge formulated
that science is a collection of knowledge and processes. Meanwhile, Kuslan
Stone said that science is a collection of knowledge and ways to obtain and use
that knowledge. Science is a product and process that can not be separated.
Science in early childhood can be defined as things that stimulate children to
increase curiosity, interest and problem solving, giving rise to thoughts and
actions such as observing, thinking and linking concepts or events. Science is
a problem-solving activity carried out by humans who are motivated by curiosity
about the world around them and the desire to understand nature, as well as the
desire to manipulate nature in order to expand their desires or needs.
2. Technology concept
Indonesian Wikipedia about
technology in general is all the means to provide goods or tools necessary for
the continuity and comfort of human life. Humans use technology starting with
converting natural resources into simple tools. The term technology itself
comes from the Greek, namely techne and logos (Idrus, 2021) . The
word techne means skill while logos means knowledge. So, technology means
science that studies skills. Technology in general is science related to tools
or machines created to help and make it easier for humans to solve problems or
jobs in the world (Erwinsyah, 2016) . The
use of technology by humans begins with the conversion of natural resources
into various kinds of simple tools. In this way, we as adults, teachers and
parents, do not need to be afraid if we want to introduce technology to
children, because technology needs to be a learning material for them so that
they can feel their abilities better, including for young children.
3. Engineering Concept
The engineering aspect in the
STEAM approach is the skills a person has to operate tools/objects or assemble
things. Bligh (2015) classifies engineering aspects as referring to the
application of scientific knowledge and skills in using technology and creating
a method that has benefits. (Rahayu, Warlizasusi, & Fakhruddin, 2022) .
Engineering is a way of doing. Techniques for solving problems, using various
materials, designing and creating and building something that can be used.
4. Concept Art (Art)
In general, art is anything
created by humans that contains elements of beauty and is able to arouse
feelings in themselves and others. Based on this definition, art is a product
of beauty, humans try to create something beautiful and can bring pleasure.
Herbert Heart Read, art is an expression of pouring out the results of
observations and experiences associated with feelings, physical and
psychological activities in the form of work (Hasanah, Zaqiah, & Heryati, 2021) . Leo
Tolstoy, art is an expression of the creator's feelings which are then
expressed to other people in the hope that they can feel what the creator
feels. Ki Hajar Dewantara, art is the result of beauty so that it can influence
the feelings of someone who sees it, and art is a human act that can influence
and create beautiful feelings.
5. Mathematical Concepts
According
to Indonesian Wikipedia, the word "mathematics" comes from the
ancient Greek word mathema, which means study, study, science whose scope is
narrowed, and the technical meaning is "mathematical study". The adjective
is mathematikas, related to study, diligent study, which further means
mathematics. According to Reys in Irsyad Farista, mathematics is the study of
patterns and relationships, a path or pattern of thought, an art, or language
and a tool. According to Russeffendy ET in Revyareza, mathematics emphasizes
activities in the world of ratios, rather than emphasizing the results of
experiments or observation results. Mathematics is formed because of human
thoughts, which are related to ideas, processes and reasoning. Mathematics in
PAUD is a learning activity about mathematical concepts through play activities
in everyday life and is scientific in nature (Juniati & Hazizah, 2020) .
Mathematics learning for children needs to be linked to real things, and
directly related to human activities. Children learn mathematics through real
things first before entering the abstract area of mathematics. These real
things take the form of everyday life situations such as the natural surroundings
where children play and learn. This is the real place where learning
mathematics begins, so that children can carry out mathematical activities
which are a learning process, so that children are able to construct
mathematical concepts into their cognitive structures through guided discovery.
STEAM is
a learning content that uses five sciences, namely knowledge, technology,
engineering, art and mathematics, comprehensively and related to each other as
a problem solving pattern. The expected end result of implementing the STEAM
method is students who take serious risks. Engage in experiential learning,
persevere in problem solving, embrace collaboration, and work through the
creative process. Tracy Liu, in STEAM is the Future of education, STEAM is an absolute
product of theory and practice. STEAM originated in America, and some schools
follow the career paths of students who have graduated, then combine various
subjects such as science, engineering, engineering and mathematics, and this is
how STEM was formed. Later, they also included art subjects, and developed more
fully into STEAM. Teachers believe that all these subjects play a major role in
the future careers of the students. As a result, students are encouraged to
study and combine these various types of knowledge.
Understanding
the Scientific Approach
The
scientific approach is one approach in building a way of thinking so that
children have the ability to reason which is obtained through the process of
observing and communicating the results of their thoughts. The scientific
approach is a learning process designed in such a way that students build
competency in attitudes, knowledge and skills through the stages of observing,
asking, gathering information, reasoning and communicating. The scientific
approach directs children to develop critical thinking so that children have
the ability to reason which is obtained through the process of observing and
communicating the results of their thoughts. To develop a critical mindset,
learning content is needed that can reflect each activity's relationship to
science, technology, implementation techniques, art, and the mathematical side.
Therefore, children are still directly involved in every activity so that the
changes that occur in the process of one activity during it, children can
really record well.
Benefits
of a Scientific Approach in Early Childhood
A scientific approach is used when children are
involved in play activities (including science learning activities). The
benefits of a scientific approach implemented in PAUD are:
1. Encourage children to have the ability to think
critically, analyze and have the ability to solve problems.
2. Get a more meaningful learning experience by
encouraging children to carry out activities of observing, asking questions, gathering
information, reasoning/associating, and communicating.
3. Encourage children to find out from various
sources through observation and not just being told.
The
Goals of a Scientific Approach to Early Childhood Education
By Dini Leeper (1994) stated that the
objectives of a scientific approach to Early Childhood Education are as
follows:
1. So that children have the ability to solve the
problems they face.
2. Children have mature consideration in making
decisions when receiving information or in finding problems.
3. Children are more interested and attracted to
appreciate the science found in the natural environment around them, as well as
the natural phenomena that occur.
4. Helping children develop a sense of gratitude
towards God Almighty for all His creation.
5. Helps foster children's interest in recognizing
and studying objects and events in the surrounding environment so that
children's insight develops.
6. Develop children's curiosity about everything,
especially what happens in their surrounding environment.
7. Helping children to be able to use simple
technology, science, technology, engineering, art and mathematics concepts that
can be used to solve problems found in everyday life.
8. Helping children to be able to apply various
scientific concepts to explain natural phenomena and solve problems in everyday
life.
Scientific
Approach Series Process
The
scientific approach process is a series of finding out by exploring through
stages:
1. Observe
Observing means the activity
of using all the senses (sight, hearing, inhalation, touch and taste) to
recognize the object that is observed. The more senses used in the observing
process, the more information will be received and processed in the child's
brain. The teacher plays the role of observer and supporter/facilitator, not as
the child's instructor. Observing activities can be done together inside or
outside the classroom.
2. Ask
Questioning is a thinking
process that is driven by a child's curiosity about an object or event.
Basically, children are excellent researchers, they are always curious about
something their senses perceive. That's why he often asks questions, sometimes
the questions are beyond what adults expect. But it is a scientific process
that comes from critical thinking.
3. Collect information
Collecting information is
done in various ways, for example: by reading books, asking questions and
concluding results from various sources. Children like to repeat the same
activities but with different ways of playing.
4. Associate
The association process is a
child's activity of comparing experiences they have experienced that are
related to what they are currently experiencing.
5. Communicate
Children communicating ideas
or experiences is not always the same as adults communicating directly
verbally. The way children communicate or convey the things they have learned
in various ways, either through stories, pictures of other works. The process
of communicating is the process of transferring knowledge to new knowledge that
children have acquired.��
STEAM
Approach Strategy with a Scientific Approach to PAUD
Learning should start from an early age, but
learning is through playing, not carrying out a phenomenon that is still widely
developing in our society, namely learning to write and read and count using
numbers that have been designed in such a way. Learning for children must pay
attention to the age of the child whose way of learning is still through
playing.
Early age is the age where children experience
rapid growth and development, so early age is called the golden age. Early age
or also known as the golden age is the right time to develop a positive
attitude for someone. Therefore, as adults, you must truly understand the needs
of children's activities, which should lead to play activities. Playing in a
sense contains educational value so mentoring must continue to be provided.
This is what differentiates it from adults who do not fully need assistance.
Child age early own characteristics Which different with person mature in behavior. Thus in terms of
children's learning too own characteristics Which No The same
also with person mature. The characteristics of children's learning
methods are a phenomenon that must be understood and used as a reference in planning and implementing learning For child age early. Has Lots draft learning Which has tried out
to child age This so that
truly can serve every
child's curiosity about the problems they face, in particular Which related with surrounding
environment. Wrong One his is draft integrated between scientific fields, both
in secondary school and at Education Child Age Early, draft learning
Which intended is learning STEAM.
STEAM is a collaborative learning content that
leads in providing motivation,
innovation that can give birth to creative people going to public achievement Which No only strengthen learning
in discipline knowledge. But between discipline knowledge through the opportunity to explore the expected
connection between science,
technology, engineering , art, And mathematics with Utilization of
existing facilities in the surrounding environment to complete problem
in build knowledge
Which positive. STEAM it's
not about learning Which separate,
But How method collaborate or
implement all existing components theme the. With say other, participant educate sued For capable analyze and think critically in processing
materials and using them tools in
solving existing problems in everyday life in
his environment.
To implement what is meant above, several
things can be done consideration For done:
1. Creating a friendly, imaginative and
child-centered learning environment that supports the implementation of
activities and is oriented towards children's creativity and curiosity.
2. Environmental conditions build children's level
of health and thinking power which contributes to collective welfare and
children's future prosperity.
3. Develop basic science skills in terms of
observing, predicting and problem solving by playing with water. As well as
other objects that are easily obtained from the environment.
4. Providing parents with the opportunity to be
involved in their children's activities at any time to help build their
children's playing experience so that they can better understand the activities
their children are doing and feel the joy they feel when their children are
doing activities comfortably.
5. Writing down their thoughts and ideas is the
right way to document a child's growth as information for interested parties.
Other things that can be considered in
implementing STEAM learning through a scientific approach include:
1. Providing reinforcement to teaching staff
regarding scientific approaches.
2. Providing reinforcement to teaching staff
regarding STEAM learning content.
3. Environmental readiness as the main supporting
vehicle for implementing a scientific approach through STEAM learning content.
4. Identify themes that are connected to the
surrounding environmental conditions to support the implementation of STEAM
content.
5. Prepare a plan regarding the activities carried
out.
6. Prepare facilities/tools that will be used in
carrying out activities.
The reasons that make the environment very
important in environment-based teaching and learning interactions are: as a
means of learning, the environment is the natural world around the child. So
everything around the child is an object to be taught to the child or the
environment is a learning target for the child, as a source of learning, the
environment is a source of learning, apart from teachers, laboratory books,
experts, as a means of learning, the environment is a good learning suggestion.
even the natural environment provides materials that do not need to be
purchased.
Techniques
that can be used in using the natural environment as a learning concept include
surveys, camping, field trips, field practice, inviting resource persons, and
also in the form of field projects/community service. Based on these
techniques, the concept of environmental learning used at the early childhood
level tends to only involve surveys, field trips, and inviting resource
persons. .
CONCLUSION
Application learning
STEAM charged inside integrated implementation with fields knowledge based on
application in life daily child through approach scientific , possible
participant educate become creative , initiative , and individual innovative ,
because STEAM content is learning with connection cross discipline knowledge
through chance For explore what is expected happen connectivity between science
, technology , engineering, arts , and mathematics with utilization existing
facilities in the environment around For finish problem in build positive
knowledge. STEAM learning
with approach scientific This deploy children's play activities sued No only do
existing play activities planned before, however child challenged / motivated
For make other similar activities with the same purpose . Child motivated for
do different activitieswith existing
activitiesdone with
direct child use tool and media other than those already mentioned prepared. Naturally
child expected use tool and existing media surrounding good in class or outsideclass.�
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