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STEAM in the Frame of Independent Curriculum in Elementary School Rizki Putri Wardani; Chumi Zahroul Fitriyah; Annur Rofiq; Wiwin Hartanto; Vit Ardhyantama
STEAM Journal For Elementary School Education Vol. 1 No. 01 (2025): STEAM Journal for Elementary School Education
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sjese.1.01.2025.4

Abstract

The independent curriculum is a curriculum that was implemented in Indonesia in 2021 until now. Various approaches are implemented in the curriculum, one of which is STEAM. The purpose of writing this article is to identify and analyze the STEAM approach in elementary school learning that is aligned with the principles of the Merdeka Curriculum, and provide recommendations for developing contextual and integrative learning that supports the achievement of the Pancasila learner profile and 4C skills, student activities, and learning outcomes. The research method used is a literature study by reviewing journals as literature recorded in Sinta, Garuda, and indexed nationally and internationally. The results showed that there are many learning models that integrate with the STEAM approach in the independent curriculum which effectively provide results in increasing the achievement of the Pancasila learner profile, 4C skills, student activity, and learning outcomes. This STEAM approach encourages students to be active in various learning activities designed by teachers in the independent curriculum and gain direct experience both theoretically and practically.
DEVELOPMENT OF SMART BOX SCIENCE LEARNING MEDIA BASED ON AUGMENTED REALITY ASSEMBLR EDU ON INDONESIAN CULTURAL WEALTH MATERIAL Dyah Ayu Puspitaningrum; Chumi Zahroul Fitriyah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13345

Abstract

This research is motivated by the lack of optimal social studies learning in grade IV of SDN Karangrejo 4 Jember, which is caused by the lack of interest and interest of students in the material, due to the lack of variety in the use of innovative learning media. The purpose of this study is to determine the development process as well as the validity, effectiveness, and practicality of smart box learning media based on Augmented Reality Assemblr EDU in the subject of IPAS of Indonesian cultural wealth material. The type of research used is Research and Development (R&D) research with the Borg and Gall model which includes eight stages. The subjects of the study were 26 students of grade IV of SDN Karangrejo 4 Jember. Data was collected through interviews, tests, questionnaires, observations, and documentation, with interview sheet instruments, validation sheets, learning outcome test sheets, student response questionnaire sheets, and learning observation sheets. The data analysis techniques used are validity tests, reliability tests, product effectiveness tests, and practicality tests. The results showed that this learning media obtained a validity value of 93.33 in the "very feasible" category, the product effectiveness test obtained an average N-Gain value of 0.71 with the "high" interpretation category, and an average N-Gain of 70.70 with the "quite effective" category, and the practicality test obtained a score of 89.71 with the "very effective" category. Based on these results, it can be concluded that Augmented Reality-based smart box learning media meets valid, effective, and practical aspects. Keywords: Learning Media, smart box, Augmented Reality, IPAS, Indonesian cultural wealth
Pengembangan E-Modul Kewirausahaan Berbasis Teknologi Digital Bagi Siswa SD Karangrejo 4 Jember Dyah Ayu Puspitaningrum; Chumi Zahroul Fitriyah; Zetti Finali; Fajar Surya Hutama; Fahimatul Anis; Trapsila Siwi Hutami
CARONG: Jurnal Pendidikan, Sosial dan Humaniora Vol. 3 No. 3 (2026): Juli-September, Isu dan Tantangan Kontemporer dalam Pendidikan, Ilmu Sosial, da
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/dsnpst56

Abstract

Penelitian ini bertujuan untuk mengembangkan e-modul kewirausahaan berbasis teknologi digital yang valid, praktis, dan efektif sebagai media pembelajaran bagi siswa Sekolah Dasar (SD). Pengembangan e-modul dilatarbelakangi oleh kebutuhan akan bahan ajar inovatif yang mampu menumbuhkan karakter kewirausahaan sejak dini melalui pemanfaatan teknologi digital yang interaktif dan sesuai dengan karakteristik peserta didik. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas ahli materi, ahli media, guru sekolah dasar, dan siswa SD sebagai pengguna e-modul. Teknik pengumpulan data dilakukan melalui observasi, wawancara, angket validasi, angket respons pengguna, serta tes hasil belajar. Data dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian diharapkan menghasilkan e-modul kewirausahaan berbasis teknologi digital yang memenuhi kriteria sangat valid berdasarkan penilaian ahli, sangat praktis berdasarkan respons guru dan siswa, serta efektif dalam meningkatkan pemahaman konsep kewirausahaan, kreativitas, dan minat berwirausaha siswa. E-modul dilengkapi dengan materi kontekstual, ilustrasi interaktif, video pembelajaran, kuis digital, serta proyek sederhana yang mendorong siswa menerapkan nilai-nilai kewirausahaan dalam kehidupan sehari-hari. Pengembangan e-modul ini diharapkan dapat menjadi alternatif media pembelajaran yang inovatif serta mendukung implementasi pembelajaran abad ke-21 di sekolah dasar melalui integrasi teknologi digital.