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Implementation Project Based Learning - STEAM on Student’s Creative Thinking Skill in Indonesia : a Bibliometric Review Azizah Nur Prasetyawati; Andari Puji Astuti
Journal of Lesson Study in Teacher Education Vol. 4 No. 1 (2025): Volume 4 No 1 2025
Publisher : LitbangMu Jawa Tengah and Teacher Professional Education UNIMUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51402/jlste.v4i1.158

Abstract

The education reform of the 21st century has led to changes in the learning process, both in models and approaches. One such change is the integration of project-based learning with STEAM, which has been widely implemented across various fields of study and has proven effective in enhancing 21st-century skills. This study aims to explore STEAM-integrated projects that can improve the creative thinking skills of students in Indonesia. The research method used is a bibliometric review. Data were obtained from the Scopus and Google Scholar databases. A total of 107 relevant articles were found using the selected keywords. The results showed that 6 articles discussed the research topic in Indonesia. It was proven that STEAM project-based learning can enhance creative thinking skills through themes related to environmental issues. However, further implementation is needed to make students more flexible in developing project ideas.
SEMPOTRON: Inovasi Media Pembelajaran Kimia Digital Berbasis Multiple Representations dan Gamifikasi untuk Mengatasi Miskonsepsi Konfigurasi Elektron Gen Alpha Achmad Ridlwan Akmal; Andari Puji Astuti; Eko Yuliyanto
Integrative Perspectives of Social and Science Journal Vol. 3 No. 07 Juli (2026): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

Materi Sistem Periodik Unsur (SPU), khususnya submateri konfigurasi elektron, merupakan konsep abstrak yang menuntut pemahaman mendalam pada tingkat submikroskopik. Kenyataannya, banyak peserta didik generasi alpha yang mengalami miskonsepsi akibat keterbatasan visualisasi pada media konvensional. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan serta kepraktisan "SEMPOTRON" (Sempoa Elektron), sebuah media pembelajaran digital berbasis gamified learning yang mengadopsi prinsip kerja sempoa tradisional ke dalam sistem pengisian elektron mekanika kuantum. Penelitian pengembangan (Research and Development) ini menerapkan model ADDIE yang dibatasi hingga empat tahap (Analysis, Design, Development, Evaluation). Subjek uji coba terbatas melibatkan 2 orang guru kimia dan 15 peserta didik Fase E (Kelas X SMA) di Semarang. Data dikumpulkan melalui observasi, wawancara, dan angket penilaian skala Likert. Analisis data dilakukan secara deskriptif kualitatif dan kuantitatif. Hasil uji validasi oleh ahli materi menunjukkan presentase sebesar 86,5% (Sangat Valid), sedangkan uji validasi oleh ahli media mencapai 91,1% (Sangat Valid). Hasil uji coba pengguna oleh guru kimia menunjukkan tingkat kelayakan sebesar 90,62% dan kepraktisan sebesar 95% (Kategori Sangat Baik). Sejalan dengan hal tersebut, tanggapan peserta didik memberikan respon positif pada aspek kelayakan dengan rata-rata skor indikator mencapai 3,57 (Skala 4). Berdasarkan temuan ini, SEMPOTRON dinyatakan sangat layak, praktis, dan efektif digunakan sebagai media penguatan kognitif mandiri untuk membantu visualisasi interkoneksi tiga level representasi kimia pada materi konfigurasi elektron.