Application of STEAM in PBL to Improve Creativity and Science Learning Outcomes: Case Study of Learning at SD Inpres Tanamodindi Palu

The purpose of this study is to explore the implementation of Science, Technology, Engineering, Arts, and Mathematics (STEAM) within a problem-based learning (PBL) approach to enhance students' creativity and learning outcomes in science subjects at SD Inpres Tanamodindi. The research was conducted in Grade V of SD Inpres 1 Tanamodindi Palu, where students exhibit diverse academic abilities. Following the research design proposed by Kemmis and McTaggart (2013) and Zhong, Y. (2024), the study was carried out in two cycles. Data collection methods included observations, interviews, field notes, and learning outcome assessments. The findings reveal that integrating the STEAM approach into the PBL model at SD Inpres Tanamodindi led to an improvement in learning outcomes, rising from 64.65 in the first cycle to 71.77 in the second cycle. Additionally, students' creativity in solving science-related problems improved, progressing from the "sufficient" category in cycle 1 to the "very good" category in cycle 2.

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Publication Details

Journal
Jurnal Penelitian Pendidikan IPA
Published
2025-03-25
DOI
https://doi.org/10.29303/jppipa.v11i3.10478
Primary Topic
Educational Methods and Outcomes
Type
article
Field-Weighted Citation Impact
0.00

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article

Application of STEAM in PBL to Improve Creativity and Science Learning Outcomes: Case Study of Learning at SD Inpres Tanamodindi Palu

Sarintan N Kaharu, Ijirana, Elyas Djufri, Sri Muliani et al.
Jurnal Penelitian Pendidikan IPA
Educational Methods and Outcomes
article

Application of STEAM in PBL to Improve Creativity and Science Learning Outcomes: Case Study of Learning at SD Inpres Tanamodindi Palu

Sarintan N Kaharu, Ijirana, Elyas Djufri, Sri Muliani, Ika Kartika, Muh. Rizal, Vivien Marvina
article en

Abstract

The purpose of this study is to explore the implementation of Science, Technology, Engineering, Arts, and Mathematics (STEAM) within a problem-based learning (PBL) approach to enhance students' creativity and learning outcomes in science subjects at SD Inpres Tanamodindi. The research was conducted in Grade V of SD Inpres 1 Tanamodindi Palu, where students exhibit diverse academic abilities. Following the research design proposed by Kemmis and McTaggart (2013) and Zhong, Y. (2024), the study was carried out in two cycles. Data collection methods included observations, interviews, field notes, and learning outcome assessments. The findings reveal that integrating the STEAM approach into the PBL model at SD Inpres Tanamodindi led to an improvement in learning outcomes, rising from 64.65 in the first cycle to 71.77 in the second cycle. Additionally, students' creativity in solving science-related problems improved, progressing from the "sufficient" category in cycle 1 to the "very good" category in cycle 2.

Jurnal Penelitian Pendidikan IPAVol. 11(3)
Tadulako University (ID), Sunan Kalijaga State Islamic University Yogyakarta (ID), University of Sarjanawiyata Tamansiswa (ID)
Universitas Tadulako
Openalex Percentile: Top 92%
Educational Methods and Outcomes
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Application of STEAM in PBL to Improve Creativity and Science Learning Outcomes: Case Study of Learning at SD Inpres Tanamodindi Palu — Sarintan N Kaharu, Ijirana, et al. · Jurnal Penelitian Pendidikan IPA (2025) | TGRS Research Map | TGRS