Optimalisasi Pembelajaran Berbasis STEM Melalui Media Edukasi Mekanikal Pembangkit Listrik Tenaga Air: Solusi Inovatif Bagi Guru Pendidikan Dasar

Muhammad Abdul Wahid, Linda Indiyarti Putri, gilar pandu annanto, Erik Firmansyah, Irvandianto Nugroho, Sandif Prasetyo, Lisa Nurul Qoniah

Abstract


Pembelajaran berbasis STEM mampu memberikan peningkatan pemahaman signifikan jika diterapkan secara relevcan dengan alat peraga edukatif. Program pengabdian ini bertujuan mengevaluasi efektivitas mainan mekanikal edukatif berbasis pembangkit listrik tenaga air untuk meningkatkan pemahaman peserta didik tentang konsep kelistrikan serta kompetensi guru dalam pembelajaran berbasis STEM. Menggunakan pendekatan Asset-Based Community Development (ABCD), program ini memanfaatkan potensi lokal untuk mendukung keberlanjutan kegiatan. Tahapan program meliputi identifikasi aset, pelatihan guru, implementasi alat peraga, serta evaluasi hasil. Sebanyak 30 peserta guru mitra dilibatkan sebagai subjek dalam program ini. Hasil evaluasi menunjukkan peningkatan signifikan pada pemahaman peserta didik (rerata nilai pre-test 60 meningkat menjadi 85; p < 0,01) setelah penggunaan alat peraga. Kompetensi guru dalam merancang dan menerapkan pembelajaran berbasis STEM juga mengalami peningkatan substansial, terutama dalam memahami konsep STEM, merancang pembelajaran, serta menggunakan alat peraga secara efektif. Program ini menunjukkan bahwa mainan mekanikal edukatif mampu meningkatkan keterlibatan kelas, pemahaman konseptual, serta kepercayaan diri guru dalam mengintegrasikan STEM ke dalam kurikulum. Namun, diperlukan pendampingan berkelanjutan untuk mengoptimalkan penggunaan alat dan meningkatkan kualitas perangkat. Hasil program ini diharapkan menjadi model yang dapat diadaptasi di sekolah lain untuk mendukung transformasi pembelajaran abad ke-21 yang lebih inovatif dan inklusif.


Keywords


STEM, Mainan Mekanikal Edukatif, Kompetensi Guru, Konsep Kelistrikan

Full Text:

References


R. A. Susianita and L. P. Riani, “Pendidikan Sebagai Kunci Utama Dalam Mempersiapkan Generasi Muda Ke Dunia Kerja Di Era Globalisasi”.

D. E. Bloom and J. E. Finlay, “Demographic Change and Economic Growth in Asia,” Asian Economic Policy Review, vol. 4, no. 1, pp. 45–64, Jun. 2009, doi: 10.1111/j.1748-3131.2009.01106.x.

F. B. Rahimi and B. Kim, “Learning Through Redesigning a Game in the STEM Classroom,” Simul. Gaming, vol. 52, no. 6, pp. 753–774, 2021, doi: 10.1177/10468781211039260.

A. Widiyatmoko, R. Nugrahani, A. Yanitama, and M. S. Darmawan, “THE EFFECT OF VIRTUAL REALITY GAME-BASED LEARNING TO ENHANCE STEM LITERACY IN ENERGY CONCEPTS,” J. Pendidikan IPA Indones., vol. 12, no. 4, pp. 648–657, 2023, doi: 10.15294/jpii.v12i4.48265.

N. Diana, Turmudi, and Yohannes, “Analysis of teachers’ difficulties in implementing STEM approach in learning: a study literature,” presented at the Journal of Physics: Conference Series, 2021, p. 012219. doi: 10.1088/1742-6596/1806/1/012219.

N. F. Sulaeman, P. D. A. Putra, and Y. Kumano, “Towards Integrating STEM Education into Science Teacher Preparation Programmes in Indonesia: A Challenging Journey,” in Concepts and Practices of STEM Education in Asia, Springer Nature Singapore, 2022, pp. 237–252. doi: 10.1007/978-981-19-2596-2_13.

Y. Gui, Z. Cai, Y. Yang, L. Kong, X. Fan, and R. H. Tai, “Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review,” Int. J. STEM Educ., vol. 10, no. 1, 2023, doi: 10.1186/s40594-023-00424-9.

J. Yu, A. R. Denham, and E. Searight, “A systematic review of augmented reality game-based Learning in STEM education,” Educ. Technol. Res. Dev., vol. 70, no. 4, pp. 1169–1194, 2022, doi: 10.1007/s11423-022-10122-y.

K. J. Newton, J. Leonard, A. Buss, C. G. Wright, and J. Barnes-Johnson, “Informal STEM: learning with robotics and game design in an urban context,” J. Res. Technolog. Educ., vol. 52, no. 2, pp. 129–147, 2020, doi: 10.1080/15391523.2020.1713263.

M. Tramonti et al., “Game on for Climate Action: Big Game Delivers Engaging STEM Learning,” Educ. Sci., vol. 14, no. 8, 2024, doi: 10.3390/educsci14080893.

M. M. Al-Kautsari, “Asset-Based Community Development : Strategi Pengembangan Masyarakat,” Empower: Jurnal Pengembangan Masyarakat Islam, vol. 4, no. 2, pp. 259–278, 2019, doi: 10.24235/empower.v4i2.4572.

M. Ahmad, “Asset Based Communities Development (Abcd): Tipologikkn Partisipatif Uin Sunan Kalijaga Studi Kasus Pelaksanaan KKN ke-61 di Dusun Ngreco Surocolo, Selohardjo Pundong, Bantul Tahun Akademik 2007,” Aplikasia, Jurnal Aplikasi llmu-ilmu Agama, vol. VIII, no. 2, p. 104.

M. Ahmad, “Asset Based Communities Development (ABCD): Tipologi KKN Partisipatif UIN Sunan Kalijaga Studi Kasus Pelaksanaan KKN ke-61 di Dusun Ngreco Surocolo, Selohardjo, Pundong, Bantul tahun Akademik 2007,” Aplikasia, vol. VIII, no. 2, pp. 104–113, 2007.

P. Nurhayati, M. Emilzoli, and D. Fu’adiah, “Peningkatan Keterampilan Penyusunan Modul Ajar Dan Modul Proyek Penguatan Profil Pelajar Pancasila Kurikulum Merdeka Pada Guru Madrasah Ibtidaiyah,” JMM (Jurnal Masyarakat Mandiri), vol. 6, no. 5, pp. 1–9, 2022, doi: 10.31764/jmm.v6i5.10047.

D. Beede et al., “Education Supports Racial and Ethnic Equality in STEM,” 2011. [Online]. Available: www.esa.doc.gov/reports

A. Doyan, A. S. Melita, and M. Makhrus, “Increasing Critical Thinking Skills Through the Development of STEM-Based Physics Learning Media on Temperature and Heat,” Jurnal Penelitian Pendidikan IPA, vol. 9, no. 6, pp. 4096–4102, 2023, doi: 10.29303/jppipa.v9i6.3724.

A. Abouhashem, R. M. Abdou, J. Bhadra, N. Siby, Z. Ahmad, and N. J. Al-Thani, “Covid-19 inspired a stem-based virtual learning model for middle schools—a case study of Qatar,” Sustainability, vol. 13, no. 5, pp. 1–24, 2021, doi: 10.3390/su13052799.

A. M. Villa, Q. C. Sedlacek, and H. Y. Pope, “I DiG STEM: A Teacher Professional Development on Equitable Digital Game-Based Learning,” Educ. Sci., vol. 13, no. 9, 2023, doi: 10.3390/educsci13090964.

D. Zhao et al., “An Innovative Multi-Layer Gamification Framework for Improved STEM Learning Experience,” IEEE Access, vol. 10, pp. 3879–3889, 2022, doi: 10.1109/ACCESS.2021.3139729.

M. C. Johnson-Glenberg, H. Bartolomea, and E. Kalina, “Platform is not destiny: Embodied learning effects comparing 2D desktop to 3D virtual reality STEM experiences,” J. Comput. Assisted Learn., vol. 37, no. 5, pp. 1263–1284, 2021, doi: 10.1111/jcal.12567.

C. Lindeman, “Informal STEM learning: Cultivating curiosity,” Int. J. Sci. Math. Technol. Learn., vol. 27, no. 2, pp. 25–34, 2020, doi: 10.18848/2327-7971/CGP/V27I02/25-34.

A. Jamaludin and D. Hung, “Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21st century competencies,” Res. Pract. Technol. Enhanc. Learn., vol. 12, no. 1, 2017, doi: 10.1186/s41039-016-0038-0.

I. Hawkins, R. Ratan, D. Blair, and J. Fordham, “The Effects of Gender Role Stereotypes in Digital Learning Games on Motivation for STEM Achievement,” J. Sci. Educ. Technol., vol. 28, no. 6, pp. 628–637, 2019, doi: 10.1007/s10956-019-09792-w.

J. Arlinwibowo, N. Ishartono, Y. Linguistika, and D. Purwoko, “GAMIFICATION IN THE STEM DOMAIN SUBJECT: THE PROSPECTIVE METHOD TO STRENGTHEN TEACHING AND LEARNING,” J. Pendidikan IPA Indones., vol. 12, no. 4, pp. 562–572, 2023, doi: 10.15294/jpii.v12i4.48388.

E. F. Coyle and L. S. Liben, “Gendered Packaging of a STEM Toy Influences Children’s Play, Mechanical Learning, and Mothers’ Play Guidance,” Child Dev., vol. 91, no. 1, pp. 43–62, 2020, doi: 10.1111/cdev.13139.

M. N. Mohammed Naaim and M. Karpudewan, “STEM-PT Traveler, a game-based approach for learning elements of the periodic table: an approach for enhancing secondary school students’ motivation for learning chemistry,” Chem. Educ. Res. Pract., vol. 25, no. 4, pp. 1251–1267, 2024, doi: 10.1039/d4rp00032c.

O. A. Nugroho, B. Setiyawan, S. A. Wp, and M. Y. Hidayat, “Rancang Bangun Pembuatan Alat Peraga Kelistrikan dan Mekanik Kendaraan Motor 125 CC Untuk Pembelajaran Siswa Siswi SMK Ananda Mitra Industri Deltamas,” vol. 7, no. 3, 2024.

A. D. I. Sari and N. W. Subayani, “Workshop Penyusunan Modul Ajar Kurikulum Merdeka di UPT SD Negeri 85 Gresik,” vol. 7, no. 2, 2024.

M. C. S. Manzanares, S. R. Arribas, C. P. Aguilar, and M. Á. Queiruga-Dios, “Effectiveness of self-regulation and serious games for learning stem knowledge in primary education,” Psicothema, vol. 32, no. 4, pp. 516–524, 2020, doi: 10.7334/psicothema2020.30.

S. Psycharis and E. Kotzampasaki, “The impact of a stem inquiry game learning scenario on computational thinking and computer self-confidence,” Eurasia J. Math. Sci. Technol. Educ., vol. 15, no. 4, 2019, doi: 10.29333/ejmste/103071.

M. Gilliam et al., “Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: a Qualitative Evaluation of the Source,” J. Sci. Educ. Technol., vol. 26, no. 3, pp. 295–308, 2017, doi: 10.1007/s10956-016-9679-4.

D. P. Baker, J. Leon, E. G. Smith Greenaway, J. Collins, and M. Movit, “The Education Effect on Population Health: A Reassessment,” Population and Development Review, vol. 37, no. 2, pp. 307–332, 2011, doi: 10.1111/j.1728-4457.2011.00412.x.

A. Nuryani and A. Julia, “Proyeksi Ketercapaian Bonus Demografi di Indonesia Tahun 2035,” presented at the Bandung Conference Series: Economics Studies, 2022. doi: 10.29313/bcses.v2i2.3211.




DOI: https://doi.org/10.30591/japhb.v8i1.8110

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Tim Redaksi Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming

Pusat Penelitian dan Pengabdian Masyarakat
Politeknik Harapan Bersama Tegal
Jl. Mataram No.09 Pesurungan Lor Kota Tegal

Email :
abdimas@poltektegal.ac.id

   

Copyright: Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming p-ISSN:2598-9030 e-ISSN:2614-056X 

 

Flag Counter

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

View My Stats