Abstract :
Students’ creativity in handling waste is important to help them solve mathematical and SBdP concepts, especially operational problems such as building simple miniature ATMs and reusing waste. Therefore, this research is motivated to develop a learning design that increases students’ creativity in handling waste, using the PJBL-STEAM approach as an effective method. The aim of this research is to increase students’ creativity in handling waste. Phase portraits are given using PJBL-STEAM learning. This research uses a sequential exploratory mixed method design, which is characterized by qualitative data collection and data analysis first, and the next stage is quantitative data collection and second data analysis. The research subjects were 28 experimental elementary school students and 26 control students. According to research by Smith and Jones (2018), the project-based learning approach is effective in increasing student engagement and problem-solving skills. They emphasized the importance of combining this approach with aspects of STEAM (Science, Technology, Engineering, Arts, and Mathematics) to increase students’ creativity in solving environmental problems, including waste management. The research method used in the research is the research and development method. This method will be used to develop and test the effectiveness of PJBL-STEAM learning designs that encourage student creativity in handling waste. The evaluation was carried out by observing student performance, evaluating simple miniature ATM products in the form of coins and paper made from used cardboard, and surveying student reactions to learning. The evaluation results will be used to measure the effectiveness of this learning design in increasing student creativity in waste management and recycling used cardboard. It is hoped that the development of the PJBL-STEAM learning design can help students improve their creative abilities in waste disposal and recycling used cardboard. It is hoped that the results of this research can become a reference for educators in the field of innovative learning which aims to develop 21st century skills.
Keywords :
Learning Design, PJBL – STEAM, small ATM, Student Creativity, Waste.References :
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