Krismiyanti, Lufia
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Pembelajaran STEAM Melalui Metode SITOPE untuk Meningkatkan Kewirausahaan Siswa Krismiyanti, Lufia; Iswantoro, Bambang
PSEJ (Pancasakti Science Education Journal) Vol. 9 No. 2 (2024)
Publisher : Program Studi Pendidikan IPA, FKIP Universitas Pancasakti (UPS) Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24905/psej.v9i2.215

Abstract

Penelitian ini bertujuan mendeskripsikan keterlaksanaan proses pembelajaran STEAM dan keefektifanpembelajaran STEAM melalui metode SITOPE untuk meningkatkan kewirausahaan siswa. Penelitian inidilakukan dalam 2 siklus pada siswa kelas IX C SMP Negeri 1 Brebes Semester 2 tahun pelajaran2022/2023 yang masing-masing siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, danevaluasi tindakan. Data penelitian berupa skor kewirausahaan siswa. Analisis data dilakukan secarakualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa pembelajaran STEAM melalui metodeSITOPE dapat dilaksanakan dengan baik sesuai dengan rencana pelaksanaan pembelajaran (RPP).Pembelajaran STEAM melalui metode SITOPE dapat meningkatkan kewirausahaan siswa sebesar 3,80%.Pembelajaran STEAM melalui metode SITOPE dapat dijadikan sebagai alternatif dalam meningkatkankewirausahaan siswa
Designing Impactful STEAM Project-Based Learning for Brebes Science Teachers through Local Context Integration Hayati, Muriani Nur Hayati; Susongko, Purwo; Krismiyanti, Lufia; Dewi, Novi Ratna; Widiyanto, Bayu; Fatkhomi, Fahmi; Taufiq, Muhamad; Gyebi, Eric Nketia
Jurnal Pemberdayaan Masyarakat Vol 5, No 1 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jpm.v5i1.610

Abstract

In the 21st century, creativity, critical thinking, and problem-solving have become essential, especially in the education sector. However, the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach is effective in improving these skills. Many science teachers struggle to translate conceptual understanding into authentic classroom practice. The objective of this community service is to assess the competence of 30 science teachers from Brebes Regency in planning impactful STEAM-based learning. The methods used were SMART objectives with the DACUM technique. The implementation stages were carried out through five community service programs, namely socialization, training, technology transfer, mentoring, and program sustainability. The results of the study showed a very high level of understanding (93.60%) of the STEAM concept and their ability to design lesson plans. In addition, more than 50% of the participants successfully designed draft lesson plans for STEAM projects relevant to the local context of Brebes and presented them at a results seminar. This community service evaluation focused on short-term pedagogical outcomes rather than long-term impact. Therefore, this community service program aims to provide a foundation for advanced STEAM professional development, focusing on design thinking, authentic integration of local problems, and sustainable classroom implementation.