Implementasi Pembelajaran Robotika Berbasis STEAM Dalam Meningkatkan Kreativitas Dan Kemampuan Problem Solving Peserta Didik
Abstract
Technological developments in the Industrial Revolution 4.0 and Society 5.0 eras require the world of education to develop learning that can improve 21st-century skills, such as creativity, problem-solving abilities, and technological literacy. One learning innovation that can be applied is STEAM-based robotics learning (Science, Technology, Engineering, Arts, and Mathematics). This study aims to analyze the implementation of STEAM-based robotics learning and its impact on improving students' creativity, problem-solving abilities, and technological literacy. The study used the Systematic Literature Review (SLR) method by reviewing various relevant national and international scientific articles on robotics learning, STEAM, and 21st-century skills. The research stages included identification, selection, evaluation, and synthesis of articles that met the inclusion criteria. The results of the study indicate that STEAM-based robotics learning can improve students' creativity through robot design and assembly activities, develop problem-solving abilities through project-based challenge completion, and strengthen technological literacy through the use of robotics devices and simple programming. Furthermore, this approach encourages collaboration, communication, and critical thinking, creating a more active, innovative, and student-centered learning process. Therefore, implementing STEAM-based robotics learning has the potential to be an effective learning alternative in preparing students to face future educational challenges and technological developments
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