Ahmad Zainul Arifin
Universitas Asahan

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Implementasi Pembelajaran Robotika Berbasis STEAM Dalam Meningkatkan Kreativitas Dan Kemampuan Problem Solving Peserta Didik Ahmad Zainul Arifin; Gilang Ramadhansyah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.16706

Abstract

Technological developments in the Industrial Revolution 4.0 and Society 5.0 eras require the world of education to develop learning that can improve 21st-century skills, such as creativity, problem-solving abilities, and technological literacy. One learning innovation that can be applied is STEAM-based robotics learning (Science, Technology, Engineering, Arts, and Mathematics). This study aims to analyze the implementation of STEAM-based robotics learning and its impact on improving students' creativity, problem-solving abilities, and technological literacy. The study used the Systematic Literature Review (SLR) method by reviewing various relevant national and international scientific articles on robotics learning, STEAM, and 21st-century skills. The research stages included identification, selection, evaluation, and synthesis of articles that met the inclusion criteria. The results of the study indicate that STEAM-based robotics learning can improve students' creativity through robot design and assembly activities, develop problem-solving abilities through project-based challenge completion, and strengthen technological literacy through the use of robotics devices and simple programming. Furthermore, this approach encourages collaboration, communication, and critical thinking, creating a more active, innovative, and student-centered learning process. Therefore, implementing STEAM-based robotics learning has the potential to be an effective learning alternative in preparing students to face future educational challenges and technological developments