I'in Anggryani
Universitas Nggusuwaru Bima, Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Integrating a STEAM-Based Learning Model with Maja Labo Dahu Local Wisdom to Enhance Creativity and Character Development in Early Childhood I'in Anggryani; Candra Kartikasari; Riqqo Tulqulub; Mahrati Imaniar; Najamuddin; Roswati; Muh Rusdi
Bulletin of Science Education Vol. 5 No. 3 (2025): Bulletin of Science Education
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bse.v5i3.2100

Abstract

Early Childhood Education (ECE) plays a fundamental role in shaping children’s cognitive, social, emotional, and moral capacities, yet many learning models still separate the development of creativity from character formation. This paper examines the integration of the STEAM learning model with the local wisdom of Maja Labo Dahu from the Dana Mbojo community as an innovative and culturally relevant approach to early childhood education. The study aims to analyze how STEAM, with its emphasis on exploration, creativity, and problem-solving, can be aligned with values of honesty, responsibility, respect, and constructive self-awareness embodied in Maja Labo Dahu, and how this integration contributes to children’s creativity and character development. Using a qualitative descriptive library research method, the study systematically reviews journal articles, books, research reports, and official documents selected purposively based on relevance and academic credibility. Data were analyzed through content analysis to synthesize conceptual linkages among STEAM, cultural values, creativity, and character. The findings indicate that the integration of STEAM with Maja Labo Dahu creates a holistic learning environment that enhances children’s creative thinking while grounding their actions in ethical and culturally meaningful values. STEAM activities become more contextual when infused with cultural narratives, modeling, habituation, and collaborative learning that reinforce moral awareness and social competence. The study concludes that this integrative model is highly relevant for Indonesian early childhood education, as it bridges global competencies with local cultural identity, enriches pedagogical practices, and provides a theoretical contribution to culturally responsive and ethnopedagogical learning frameworks
Center-Based Learning Through the Traditional Game Mpa’a Ncimi Lombo Tembe to Enhance Young Children’s Computational Thinking Skills I'in Anggryani; Riqqo Tulqulub; Tasrif Tasrif; Anggar Putra; Sudarmin Sudarmin
Bulletin of Science Education Vol. 6 No. 1 (2026): Bulletin of Science Education
Publisher : CV. Creative Tugu Pena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51278/bse.v6i1.2119

Abstract

Computational thinking in early childhood needs to be developed through concrete experiences, play, and contexts that are close to children’s lives. This study aimed to analyze the implementation of Center-Based Learning based on the traditional game Mpa’a Ncimi Lombo Tembe to improve computational thinking among children aged 4–6 years and examine changes in decomposition, pattern recognition, abstraction, and algorithmic thinking. The study employed a mixed-methods approach with a sequential explanatory design. The quantitative phase used a quasi-experimental pretest-post test control group design involving 20 children, consisting of 10 children in the experimental group and 10 in the control group. Data was collected through performance tasks and observations of 16 computational thinking behaviors, while qualitative data came from observations, teacher interviews, and documentation. Quantitative data were analyzed using descriptive statistics, gain-score comparison, and analysis of covariance, while qualitative data were analyzed thematically and integrated with the quantitative findings. The results showed that the experimental group’s mean score increased from 36.70 to 54.30, whereas the control group increased from 31.70 to 42.80. The difference in improvement between groups was statistically significant, t(18) = 5.845, p < 0.001, with a very large effect size, Cohen’s d = 2.61. All four components and all 16 observed behaviors improved, with the largest increase occurring in abstraction. Learning implementation reached 95.00%. These findings indicate that this traditional game can support culturally situated unplugged learning for developing computational thinking through concrete, active, and meaningful experiences.