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A Futuristic STEAM-Integrated PBL Model Enhanced by Digital Technology to Foster High School Students’ Creative Thinking in Physics Learning Winda Wulan Sari; Dwikoranto Dwikoranto; Lindsay N. Bergsma
Journal of Digitalization in Physics Education Vol. 1 No. 1 April 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdpe.v1i1.39000

Abstract

Objective: This study aims to analyze the profile of the STEAM-integrated PBL model specifically designed to encourage creative thinking in high school students while learning physics. Method: The research method used is a literature study (literature review) conducted by collecting several previous research journals related to the material. Results: The results of this study indicate that using the STEAM-integrated PBL model improves students' creative thinking. In addition, STEAM learning, teachers, or educational institutions will help the progress of the Indonesian education system. Because the application of STEAM learning can prioritize problem-solving-based learning, especially in physics learning related to everyday life. Novelty: The novelty obtained is that STEAM-PBL Integration as an Effective Approach can Increase Student Creativity compared to conventional methods, STEAM-PBL Has a Broad Impact on Critical Thinking and Problem Solving Skills through a challenge-based approach. Then, the role of technology and digital media in strengthening STEAM-PBL learning by increasing concept understanding and student engagement. Moreover, the Importance of contextualization in STEAM-PBL Learning is easier to understand and increases student interest in learning.
Implementation of STEAM-Based Project-Based Learning to Improve Critical Thinking Skills to Support SDG 4 Valencia Fidelia Soetra; Dwikoranto Dwikoranto; Lindsay N. Bergsma
Journal of Current Studies in SDGs Vol. 1 No. 3 (2025): August
Publisher : Sekolah Tinggi Agama Islam Sabilul Muttaqin Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63230/jocsis.1.3.80

Abstract

Objective: The purpose of this study is to analyze the Implementation of STEAM-Based Project Based Learning to Improve Students' Critical Thinking Skills in High School. Method: The method used is a literature review which is included in qualitative descriptive research, with the population used in writing this article being several sources of articles from various accredited national and international journals.  Results:  Based on some of the literature that has been reviewed, the application of the STEAM-based Project Based Learning model is very effective to be applied to education in Indonesia because learning is not only centered on the teacher, but students also play an active role in learning activities. This learning model can also improve problem solving skills well. This learning model can also be used with various learning media. Novelty: The integration of STEAM and Project-Based Learning to improve the critical thinking skills of high school students in Indonesia provides a valuable gap in its effectiveness for the development of the 21st-century curriculum, while also supporting the achievement of Sustainable Development Goal 4 (Quality Education) by promoting inclusive, equitable, and future-oriented learning practices.
Implementation of STEAM-Based Project-Based Learning to Improve Critical Thinking Skills to Support SDG 4 Valencia Fidelia Soetra; Dwikoranto Dwikoranto; Lindsay N. Bergsma
Journal of Current Studies in SDGs Vol. 1 No. 3 (2025): August
Publisher : Sekolah Tinggi Agama Islam Sabilul Muttaqin Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63230/jocsis.1.3.80

Abstract

Objective: The purpose of this study is to analyze the Implementation of STEAM-Based Project Based Learning to Improve Students' Critical Thinking Skills in High School. Method: The method used is a literature review which is included in qualitative descriptive research, with the population used in writing this article being several sources of articles from various accredited national and international journals.  Results:  Based on some of the literature that has been reviewed, the application of the STEAM-based Project Based Learning model is very effective to be applied to education in Indonesia because learning is not only centered on the teacher, but students also play an active role in learning activities. This learning model can also improve problem solving skills well. This learning model can also be used with various learning media. Novelty: The integration of STEAM and Project-Based Learning to improve the critical thinking skills of high school students in Indonesia provides a valuable gap in its effectiveness for the development of the 21st-century curriculum, while also supporting the achievement of Sustainable Development Goal 4 (Quality Education) by promoting inclusive, equitable, and future-oriented learning practices.