Abstract
ABSTRACT The 21st century world of work requires workers to have mastery in science and technology as well as a variety of communication skills, critical thinking, creativity and collaborative abilities. Science learning especially in Indonesia in general has not directed students to master these skills. For this reason, it is necessary to develop learning that is able to integrate Science, Technology, Engineering, Arts and Mathematics through STEAM Implementation in this 21st century learning. STEAM learning is able to increase students 'academic mastery as well as implementing it in students' daily lives so it is hoped that through STEAM learning, students are able to practice 21st century skills. STEAM Implementation in Learning is the process of applying ideas, ideas, and concepts contained in the meta discipline of science in a learning that is expected to improve abilities both in the cognitive, affective and psychomotor aspects of students in the face of technological progress. This research discusses how the implementation of STEAM in 21st Century learning, specifically science learning. This study aims to provide benefits related to STEAM (Science, Technology, Engineering, Arts and Mathematics and its Im plemen lation in the 21st Century learning, especially science learning in schools, both teachers and lecturers as instructors. Keywords : Implementation, STEAM, 21st Century Learning.
Highlights
The 21st century world of work requires workers to have mastery in science and technology as well as a variety of communication skills, critical thinking, creativity and collaborative abilities
This study aims to provide benefits related to STEAM (Science, Technology, Engineering, Arts and Mathematics and its Implemenlation in the 21st Century learning, especially science learning in schools, both teachers and lecturers as instructors
Seminar Nasional Matematika dan Sains dengan Tema “STEAM Terintegrasi Kearifan Lokal Dalam Menghadapi E r a Revolusi Industri 4.0” di FKIP Universitas Wiralodra Indramayu 19 September 2019
Summary
Bahwa jika siswa ingin bersaing di era global maka mereka harus memiliki kemampuan berkomunikasi (Communication), berkolaborasi (Colaboration), berpikir kritis (Critical thinking) dan kreativitas (Creativity) atau dikenal dengan 4C. Salah satu upaya dalam mengintegrasikan antar bidang studi dalam pembelajaran IPA di sekolah adalah dengan menggunakan pembelajaran STEAM (Science, Technology, Engineeering, Art and Mathematic). Pembelajaran abad 21 hendaknya relevan dengan tantangan dan tuntutan kehidupan nyata, antara lain memunculkan kemampuan bekerja sama, kemampuan memecahkan masalah, kemampuan untuk menguasai diri, kemampuan berpikir kritis, menguasai teknologi, dan mampu mengolah informasi serta berkomunikasi dengan efektif. STEAM (Science, Technology, Engineering, Art and Mathematic) adalah sebuah pendekatan pembelajaran yang memberikan siswa kesempatan untuk memperluas pengetahuan dan sains dan humaniora dan pada saat yang sama [66]. Menurut Zubaidah (2019), STEAM (Science, Technology, Engineering, Art and Mathematic) memberdayakan guru untuk pembelajaran berbasis proyek yang melibatkan lima disiplin ilmu (sains, teknologi, rekayasa, seni dan matematika) dan menumbuhkan lingkungan belajar yang inklusif dimana semua siswa yang terlibat berkontribusi. Penulis mengawali melakukan penelitian dengan mengimplementasikan pembelajaran IPA berbasis STEM berbantuan ICT pada tahun 2019 dan ternyata mampu meningkatkan pembelajaran IPA di sekolah. pada
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