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The Influence of STEAM-Based Project-Based Learning on Student Creativity at Pena Surabaya Homeschooling Umma, Farah Khosravi; Artha, I Ketut Atmaja Johny; Yulianingsih, Wiwin
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 3 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i3.1026

Abstract

Humans need to continue to innovate and develop by the progress of the times. Therefore, education is an essential pillar for producing the next generation, which will face challenges in the era of the Industrial Revolution. Their critical thinking skills, creativity, and self-development are very important to protect students from fierce competition. Therefore, the learning model is essential in forming students to produce a reliable generation. Science, Technology, Engineering, Art, and Mathematics (STEAM) is the right choice for students to train in creativity. This study aims to determine the creativity abilities of students at Homeschooling Pena Surabaya. The method used is experimental quantitative with 18 students as samples (total sampling)—data collection techniques through questionnaires, documentation, and observation. The statistical results state that a significant influence between STEAM-based Project Based Learning (PBL) learning on creativity, known from the calculated r, is greater than the table r (10.096˃2.131). The maximum post-test score is 100 for one person and is included in the "Very High" category. The maximum post-test score is 70 for four people. The average post-test result is 81.67 and is included in the "Very High" category.
Pengaruh Pembelajaran Berbasis STEAM Terhadap Kreativitas dan Hasil Belajar Peserta Didik di Homeschooling Pena Surabaya Umma, Farah Khosravi; Riyanto, Yatim
J+PLUS UNESA Vol. 12 No. 2 (2023): J+PLUS, Desember 2023
Publisher : Jurusan Pendidikan Luar Sekolah Fakultas Ilmu Pendidikan UNESA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The 21st century, the era of the industrial revolution 4.0, had significant consequences for education, especially in the learning process in the classroom. Learning innovation in the industrial revolution 4.0 era is important for renewal of learning that is able to answer the challenges of digital technology development. The National Education Association identifies 21st century skills as the "4 C's". The "4Cs" cover critical thinking, creativity, communication and collaboration. Four skills that education must achieve in the 21st century. One of them is creativity, an important skill achieved by students in the industrial era 4.0. This study uses quantitative research, a type of pre-experimental research that uses a One-Shot case study and One Group pretest-posttest. The effect of STEAM learning on student creativity is 69.25%, meaning that the percentage criteria show high results, and the effect of STEAM learning on student learning outcomes from the pre-test and post-test results there is a significant difference between pre-test and post-test namely 63.89% and 81.67%.