The document discusses STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. It defines STEAM learning as an interdisciplinary approach that integrates these fields with a focus on problem solving. The principles of STEAM learning are outlined, including attention, activeness, direct involvement, repetition, challenge, feedback, and individual differences. Problem-based learning is discussed as a teaching strategy that develops skills through authentic, real-world problems. STEAM learning should be oriented toward projects, with steps like choosing topics, defining challenges, and testing prototypes. Potential obstacles to STEAM learning are applying it too late, at the high school level rather than middle school.
Presented by Mariadi & Karwandi: Highlights of STEAM Learning
1. Presented by Mariadi & Karwandi
English Education Graduate Program of Sriwijaya University
2. Highlight of Presentation
Definition and Objectives of STEAM Learning
The Principles of STEAM Learning
Problem-Based Learning in STEAM
STEAM Learning Oriented to Project
The Obstacles of STEAM Learning
3. Georgette Yakman
“The Founder of STEAM Education”
In 2006, Georgette Yakman developed the STEAM
educational framework.She began its implementation
in 2007 as an engineering and technology teacher. She
was awarded theBigIdeasFestrecognition by theGates
andQatarFoundationsand invited to Korea where her
platform was adopted across the nation in 2011.
4. Science Technology Engineering Arts Mathematics
Definition of
STEAM Learning
“an innovative interdisciplinary learning approach in which Science,
Technology, Engineering, Arts, and Mathematics are integrated with a focus
on the process of learning problem solving in real life”
(Sahih, 2015)
6. ● Developing human resources in the STEAM field.
● Supporting 4C skills needed to face the industrial
revolution 4.0 era.
● Fostering intellectual curiosity and cognitive skills
along with respecting local wisdom.
● Gender equality in STEAM field.
● Improving students’ STEAM literacy.
STEAM Learning
Objectives
7. Representingacontextualproblemandarousinginterest.
The Principle of Attention and Motivation
01
Solvingproblemsby thinkinginductivelyordeductively.
The Principle of Activeness
02
Doingtheexperiment.
The Principle of Direct Involvement
03
Doingexercisesin theform ofworksheets,questions,andrepeatinglessons.
The Principle of Repetition
04
Findingtheconceptofthestudiedfield.
The Principle of Challenge
05
Givinga positiveresponserepeatedly.
The Principle of Feedbackand Reinforcement
06
Treatingandservicingbasedon theabilityandneeds.
The Principle of Individual Difference
07
The Principles of
STEAM Learning
8. “A teaching strategy that simultaneously develops
problem-solving strategies, disciplinary knowledge,
and skills by placing students in the active role as
problem-solvers confronted with a structured
problem which mirrors real-worldproblems”.
(Cunningham et. al. 2002)
Problem-Based
Learning
9. Learning occurs in small
groups
Teachers act as facilitators
New information is acquired
through self-directed learning
Authentic problems form
the organizing focus for
learning
Learning is student-centered
The Characteristics of
Problem-Based Learning
10. 5 Steps of Conducting
Problem-Based Learning
Get student orientation to the problem.
Organize students.
Guide individual and group
investigations.
Develop and represent the work.
Analyze and evaluatethe problem-
solving process.
11. STEAM Learning
Oriented to Project
This learning must be oriented with the problem in realworld.
Hereare the steps :
Choosing topic.
Connecting topic.
Defining challenge.
Having solution
Explaining challenge
Using plan.
Guiding students.
Testing prototype.
Asking to communicate.
Redesigning prototype.
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