PENERAPAN STEAM BERBASIS PROYEK UNTUK MELATIH KREATIVITAS DAN KOLABORASI SISWA KELAS 3 PADA MATERI KLASIFIKASI HEWAN MELALUI GAME EDUKATIF
Abstract
This research was motivated by the need for science learning on animal
classification materials that can improve conceptual understanding, creativity, and
collaboration among elementary school students. The purpose of this study was to
determine the effect of implementing project-based learning with a STEAM
approach through educational games on the learning outcomes of third-grade
students at SDN 42 Pekanbaru. This study employed a quantitative approach with
a quasi-experimental method using a one-group pretest-posttest design involving
33 students. The implementation was conducted in two meetings, consisting of
pretest administration, material delivery using the Cambridge module, group
formation, implementation of an educational game project entitled Discover Animal
Classification, and posttest administration. Data were collected through learning
outcome tests and analyzed descriptively and inferentially. The results showed that
project-based learning with a STEAM approach through educational games was
able to improve students’ understanding in distinguishing vertebrate and
invertebrate animals, classifying animals based on their diets, and identifying their
locomotor organs. In addition, students became more active, enthusiastic, creative,
and able to collaborate effectively in groups. Therefore, this learning model is
effective in improving learning outcomes and developing 21st-century skills among
elementary school students.
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