Insanul Qisti Barriyah
Universitas Sarjanawiyata Tamansiswa, Kota Yogyakarta, Daerah Istimewa Yogyakarta

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Eksplorasi Up-Cycle Sampah dengan Pendekatan STEAM-Tri N untuk Peningkatan Kreativitas Siswa Fajar Arum Sari; Moh Rusnoto Susanto; Insanul Qisti Barriyah; Ana Fitrotun Nisa; Heri Maria Zulfiati
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 2 (2025): May 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1754

Abstract

One of the important skills in the 21st century is the ability to think creatively, which is closely related to the concept of creativity. Low levels of student creativity are often caused by the use of learning methods, models and strategies that do not support the development of these abilities. This research aims to describe the real conditions of implementing a creative exploration project by utilizing upcycling waste into works of art using the STEAM and Tri N approaches, in order to increase student creativity. This research used a descriptive qualitative method with the research subjects being class V students, consisting of 4 male students and 10 female students. Data collection techniques include observation, interviews and documentation. Milles and Huberman data analysis techniques, which include data reduction, presentation and verification. The research results show that the waste upcycling project integrated with STEAM and Tri N is effective in developing elementary school students' creativity. In these four aspects, the score mode is 4. Score 4 has a percentage of 45%, score 3 is 33%, score 2 is 16%, and the lowest score is 6%. The development of creativity goes hand in hand with the implementation of innovative, creative and fun learning, because there is a significant relationship between the learning model used and increasing student creativity. This project-based approach integrates SBDP and IPAS lesson content.
Implementasi Deep Learning dan Media Satu Atap Seribu Kisah untuk Meningkatkan Komunikasi dan Kreativitas Siswa Ayuna Kurnia Darojah; Akbar Al Masjid; Insanul Qisti Barriyah; Ana Fitronun Nisa
Ideguru: Jurnal Karya Ilmiah Guru Vol. 11 No. 1 (2026): January 2026 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v11i1.2299

Abstract

Student activeness is a vital indicator of learning success, but the reality in the field shows the low courage to speak up and the lack of creativity of students who tend to only imitate their work without experimenting. This study aims to describe the application of the Deep Learning method combined with the interactive media "Satu Atap Seribu Kisah” to improve the communication skills and creativity of grade V students of SD Negeri Sidomukti for the 2025/2026 school year in the subjects of Indonesian Language, Social Studies, and Arts. This study uses the Classroom Action Research (PTK) model with a combination of qualitative and quantitative approaches. The subjects of the study involved 13 students (8 males and 5 females). Each PTK cycle includes four stages: planning, implementation using interactive media, observation of activities/responses, and reflection. The results of the study showed a significant increase from Cycle I to Cycle II. The average communication score jumped from 66.25 to 88.75, while the creativity aspect increased from 60 to 86. Observation and interview data confirmed that the integration of deep learning and "One Roof of a Thousand Stories" media was effective in increasing cognitive engagement, courage to speak up, and the ability to generate original ideas in cross-disciplinary problem-solving. For future development, it is suggested that this media be used to hone critical thinking skills and digital literacy on a wider scope of material.