The Effect of the STEAM Method on Children’s Creativity
DOI:
10.29303/jppipa.v9i1.2378Published:
2023-01-31Issue:
Vol. 9 No. 1 (2023): JanuaryKeywords:
Creativity, Science, STEAM methodResearch Articles
Downloads
How to Cite
Downloads
Metrics
Abstract
In the globalization era, education requires schools to create students who can think critically in terms of STEAM (Science, Technology, Engineering, Art, and Mathematics) and carry out their activities independently. For instance, the rapid development of technology has changed how people communicate, interact, eat, and perform other things. This causes education to become important in preparing students to be independent. Therefore, teachers need to follow the latest developments regarding strategies, approaches, or methods in the learning process. Agyei, D. D., & Voogt, J. (2012). Education is an effort used in helping students to develop their potential, abilities, and talents. This study aims to examine the effect of STEAM (Science, Technology, Engineering, Art, and Math) on the creativity of children aged 5-6 years at Lenterahati Islamic boarding school. In this study, the STEAM method is the independent (X) and creativity is the dependent variable (Y). This instrument preparation is known as the Torrance test of creative thinking consisting of fluency, flexibility, originality, and elaboration skills. A total of 25 children in the preschool were selected as the participants using a pretest and posttest. The results showed there is a difference in students' creativity before and after receiving STEAM treatment. This method uses loose parts which help to increase children's creative thinking. High creativity is characterized by fluent, flexible, original, and detailed skills. Therefore, the use of STEAM in learning can increase children's creativity and provide them the ability to solve problems as well as connect with the environment.
References
Agyei, D. D., & Voogt, J. (2012). Developing technological pedagogical content knowledge in pre-service mathematics teachers through collaborative design. Australasian Journal of Educational Technology, 28(4). https://doi.org/10.14742/ajet.827
Amiruddin, B. M. Z., Magfiroh, D. R., Savitri, I., & Binti Rahman, S. M. I. (2022). Analysis of The Application of The STEAM Approach to Learning In Indonesia: Contributions to Physics Education. International Journal of Current Educational Research, 1(1), 1–17. https://doi.org/10.53621/ijocer.v1i1.139
Andriani, H. (2020). Effectiveness of Large-Scale Social Restrictions (PSBB) toward the New Normal Era during COVID-19 Outbreak: a Mini Policy Review. Journal of Indonesian Health Policy and Administration, 5(2). https://doi.org/10.7454/ihpa.v5i2.4001
Anggraeni, R. E., Suratno, S., & Narulita, E. (2022). The validity and practicality of the SEDC learning model in enhance student’s higher order thinking skills in science learning. Biosfer, 15(1), 12–24. https://doi.org/10.21009/biosferjpb.21616
Anisimova, T. I., Sabirova, F. M., & Shatunova, O. V. (2020). Formation of Design and Research Competencies in Future Teachers in the Framework of STEAM Education. International Journal of Emerging Technologies in Learning (IJET), 15(02), 204. https://doi.org/10.3991/ijet.v15i02.11537
Ata-Aktürk, A., & Demircan, H. Ö. (2021). Supporting Preschool Children’s STEM Learning with Parent-Involved Early Engineering Education. Early Childhood Education Journal, 49(4), 607–621. https://doi.org/10.1007/s10643-020-01100-1
Chen, L., Yoshimatsu, N., Goda, Y., Okubo, F., Taniguchi, Y., Oi, M., Konomi, S., Shimada, A., Ogata, H., & Yamada, M. (2019). Direction of collaborative problem solving-based STEM learning by learning analytics approach. Research and Practice in Technology Enhanced Learning, 14(1), 24. https://doi.org/10.1186/s41039-019-0119-y
Cheng, K.-H., & Tsai, C.-C. (2013). Affordances of Augmented Reality in Science Learning: Suggestions for Future Research. Journal of Science Education and Technology, 22(4), 449–462. https://doi.org/10.1007/s10956-012-9405-9
Cook, K. L., & Bush, S. B. (2018). Design thinking in integrated STEAM learning: Surveying the landscape and exploring exemplars in elementary grades. School Science and Mathematics, 118(3–4), 93–103. https://doi.org/10.1111/ssm.12268
Dejarnette, & Nancy, K. (2018). Early Childhood Steam: Reflections From a Year of Steam Initiatives Implemented in a High-Needs Primary School. Education, 139(2), 96–112. https://www.ingentaconnect.com/contentone/prin/ed/2018/00000139/00000002/art00006
Gunawan, G., Harjono, A., Hermansyah, H., & Herayanti, L. (2019). Guided Inquiry Model Through Virtual Laboratory to Enhance Students’ Science Process Skills on Heat Concept. Jurnal Cakrawala Pendidikan, 38(2), 259–268. https://doi.org/10.21831/cp.v38i2.23345
Guyotte, K. W., Sochacka, N. W., Costantino, T. E., Kellam, N. N., & Walther, J. (2015). Collaborative Creativity in STEAM: Narratives of Art Education Students’ Experiences in Transdisciplinary Spaces. International Journal of Education & the Arts, 16(15). http://www.ijea.org/v16n15/
Hafiz, N. R. M., & Ayop, S. K. (2019). Engineering Design Process in Stem Education: A Systematic Review. International Journal of Academic Research in Business and Social Sciences, 9(5), 676 – 697. https://doi.org/10.6007/IJARBSS/v9-i5/5998
Henriksen, D., Mehta, R., & Mehta, S. (2019). Design Thinking Gives STEAM to Teaching: A Framework That Breaks Disciplinary Boundaries. In STEAM Education (pp. 57–78). Springer International Publishing. https://doi.org/10.1007/978-3-030-04003-1_4
Jacques, L. A., Cian, H., Herro, D. C., & Quigley, C. (2020). The Impact of Questioning Techniques on STEAM Instruction. Action in Teacher Education, 42(3), 290–308. https://doi.org/10.1080/01626620.2019.1638848
Jesionkowska, J., Wild, F., & Deval, Y. (2020). Active Learning Augmented Reality for STEAM Education—A Case Study. Education Sciences, 10(8), 198. https://doi.org/10.3390/educsci10080198
Katz-Buonincontro, J. (2018). Gathering STE(A)M: Policy, curricular, and programmatic developments in arts-based science, technology, engineering, and mathematics education Introduction to the special issue of Arts Education Policy Review: STEAM Focus. Arts Education Policy Review, 119(2), 73–76. https://doi.org/10.1080/10632913.2017.1407979
Kereluik, K., Mishra, P., Fahnoe, C., & Terry, L. (2013). What Knowledge Is of Most Worth. Journal of Digital Learning in Teacher Education, 29(4), 127–140. https://doi.org/10.1080/21532974.2013.10784716
Lestari, S., Hamsia, W., & Setiyawan, R. (2021). Learning adaptation during the COVID-19 pandemic in Muhammadiyah inclusion schools. Journal of Education and Learning (EduLearn), 15(2), 320–328. https://doi.org/10.11591/edulearn.v15i2.19863
Mu’minah, I. H., & Suryaningsih, Y.-. (2020). Implementasi STEAM (Science, Technology, Engineering, Art And Mathematics) dalam Pembelajaran Abad 21. BIO EDUCATIO : (The Journal of Science and Biology Education), 5(1). https://doi.org/10.31949/be.v5i1.2105
Nuraini, K., & Rahmadani, N. K. A. (2022). Implementation of Steam Learning In Children Aged 5-6 Years at Talenta TK Semarang. BELIA: Early Childhood Education Papers, 11(1), 28–35. https://doi.org/10.15294/BELIA.V11I1.56048
Perignat, E., & Katz-Buonincontro, J. (2019). STEAM in practice and research: An integrative literature review. Thinking Skills and Creativity, 31, 31–43. https://doi.org/10.1016/j.tsc.2018.10.002
Pujiati, A. (2020). Penerapan Pendekatan STEAM Pada Materi Struktur Atom Terhadap Pemahaman Konsep Kimia. Prosiding Seminar Nasional Sains 2020, 1(1), 258–261. http://www.proceeding.unindra.ac.id/index.php/sinasis/article/view/4104
Quigley, C. F., & Herro, D. (2016). “Finding the Joy in the Unknownâ€: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms. Journal of Science Education and Technology, 25(3), 410–426. https://doi.org/10.1007/s10956-016-9602-z
Rinke, C. R., Gladstone-Brown, W., Kinlaw, C. R., & Cappiello, J. (2016). Characterizing STEM Teacher Education: Affordances and Constraints of Explicit STEM Preparation for Elementary Teachers. School Science and Mathematics, 116(6), 300–309. https://doi.org/10.1111/ssm.12185
Sen, C., Ay, Z. S., & Kiray, S. A. (2021). Computational thinking skills of gifted and talented students in integrated STEM activities based on the engineering design process: The case of robotics and 3D robot modeling. Thinking Skills and Creativity, 42, 100931. https://doi.org/10.1016/j.tsc.2021.100931
Setiyawin, R. R., & Sulistyaningrum, H. (2021). Implementation of STEAM-PjBL to Increase Learning Outcomes of Grade VI Elementary School Students. 1st International Conference In Education, Science And Technology, Rizqoh 2019, 361–368. http://prosiding.unirow.ac.id/index.php/iconest/article/view/1146/652
Shatunova, O., Anisimova, T., Sabirova, F., & Kalimullina, O. (2019). STEAM as an Innovative Educational Technology. Journal of Social Studies Education Research, 10(2), 131–144. https://www.learntechlib.org/p/216582/
Singh, M. (2021). Acquisition of 21st Century Skills Through STEAM Education. Academia Letters, 2, 712. https://doi.org/10.20935/AL712
Soh, T. M. T., Arsad, N. M., & Osman, K. (2010). The Relationship of 21st Century Skills on Students’ Attitude and Perception towards Physics. Procedia - Social and Behavioral Sciences, 7, 546–554. https://doi.org/10.1016/j.sbspro.2010.10.073
Sugiyono. (2019). Metode Penelitian Pendidikan (K. Kuantitatif, R. &D. Kombinasi, & P. Pendidikan (eds.)). Alfabeta.
Syafi’i, I., & Dianah, N. D. (2021). Pemanfaatan Loose Parts dalam Pembelajaran STEAM pada Anak Usia Dini. Aulada : Jurnal Pendidikan Dan Perkembangan Anak, 3(1), 105–114. https://doi.org/10.31538/aulada.v3i1.1203
Tabiin, A. (2020). Implementation of STEAM Method (Science, Technology, Engineering, Arts And Mathematics) for Early Childhood Developing in Kindergarten Mutiara Paradise Pekalongan. Early Childhood Research Journal (ECRJ), 2(2), 36–49. https://doi.org/10.23917/ecrj.v2i2.9903
Wahyuningsih, S., Pudyaningtyas, A. R., Hafidah, R., Syamsuddin, M. M., Nurjanah, N. E., & Rasmani, U. E. E. (2019). Efek Metode STEAM pada Kreatifitas Anak Usia 5-6 Tahun. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 4(1), 305. https://doi.org/10.31004/obsesi.v4i1.305
Yakman, G., & Lee, H. (2012). Exploring the Exemplary STEAM Education in the U.S. as a Practical Educational Framework for Korea. Journal of The Korean Association For Science Education, 32(6), 1072–1086. https://doi.org/10.14697/jkase.2012.32.6.1072
Author Biography
M.A Muazar Habibi, Mataram University
License
Copyright (c) 2023 M.A Muazar Habibi
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).