Pemanfaatan aplikasi komputasi untuk peningkatan literasi STEAM Guru wilayah 3T Indonesia
DOI:
https://doi.org/10.70539/jti.v4i1.170Abstract
Science, Technology, Engineering, Arts, and Mathematics (STEAM) literacy in Indonesia's 3T (underdeveloped, frontier, and outermost) regions, particularly in South Central Timor (TTS) Regency, East Nusa Tenggara Province, faces significant challenges. This study addresses these issues at a partner school, SMP Negeri 1 Amanuban Barat in TTS Regency. Initial observations and interviews revealed critical barriers, including limited educational infrastructure, inadequate laboratory facilities, and a lack of stable internet access, which collectively hinder effective STEAM learning. Furthermore, the region suffers from a shortage of qualified educators specialized in STEAM disciplines, coupled with uneven teacher training and a scarcity of relevant learning materials, such as textbooks and pedagogical props. This community service program aimed to enhance the competency of lower secondary school teachers in 3T regions within the STEAM fields through the development and training of computational methods. The implemented solutions comprised the procurement of STEAM-focused computational applications, training workshops on intelligent computational applications in STEAM, and the development of instructional modules dedicated to computational application learning in STEAM fields. This community service program was implemented in three systematic phases: preparation (needs analysis), execution (lectures, demonstrations, and one-on-one mentoring), and evaluation (pre-test and post-test). The evaluation results indicated a significant improvement in teachers' STEAM skills.
References
Cárdenas, L. A. V., Tavernise, A., Bertacchini, F., Gabriele, L., Valenti, A., Pantano, P., & Bilotta, E. (2016). An educational coding laboratory for elementary pre-service teachers: A qualitative approach. International Journal of Engineering Pedagogy (iJEP), 6(1), 11–17.
Conradty, C., & Bogner, F. X. (2020). STEAM in primary education: Impacts on teacher training and classroom practices. Education Sciences, 10(6), 154
Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: An experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 1–11.
Del Olmo-Muñoz, J., Cózar-Gutiérrez, R., & González-Calero, J. A. (2020). Computational thinking through unplugged activities in early years of Primary Education. Computers & Education, 150.
Gudmundsdottir, G. B., & Hatlevik, O. E. (2018). Newly qualified teachers’ professional digital competence: Implications for teacher education. European Journal of Teacher Education, 41(2), 214–231.
Gudmundsdottir, G. B., Gassó, H. H., Rubio, J. C. C., & Hatlevik, O. E. (2020). Student teachers’ responsible use of ICT: Examining two samples in Spain and Norway. Computers & Education, 152, Artikel 103877.
Instefjord, E. J., & Munthe, E. (2017). Educating digitally competent teachers: A study of integration of professional digital competence in teacher education. Teaching and Teacher Education, 67, 37–45.
Lasfeto, D. (2020). The relationship between self-directed learning and students’ social interaction in online learning environment. Journal of E-Learning and Knowledge Society, 16(2), 34–41.
Lasfeto, D. B., & Ulfa, S. (2022). Modeling of online learning strategies based on fuzzy expert systems and self-directed learning readiness: The effect on learning outcomes. Journal of Educational Computing Research, 60(8), 2081–2104.
Lasfeto, D. B., Santosa, E. B., & Setyorini, T. (2024). Promote students’ computational thinking in rural areas: The moderating role of gender. Journal of Infrastructure, Policy and Development, 8(12), Artikel 8793.
Marcelino, M. J., Pessoa, T., Vieira, C., Salvador, T., & Mendes, A. J. (2018). Learning Computational Thinking and scratch at distance. Computers in Human Behavior, 80, 470–477.
Margot, K. C., & Kettler, T. (2019). Teachers’ perception of STEM integration and education: A systematic review and meta-analysis. International Journal of STEM Education, 6(1), 1-16
Nouri, J., Zhang, L., Mannila, L., & Norén, E. (2020). Development of computational thinking, digital competence and 21st century skills when learning programming in K-9. Education Inquiry, 11(1), 1–17.
Rodríguez-Martínez, J. A., González-Calero, J. A., & Sáez-López, J. M. (2020). Computational thinking and mathematics using Scratch: An experiment with sixth-grade students. Interactive Learning Environments, 28(3), 316–327.
Sáez-López, J. M., Román-González, M., & Vázquez-Cano, E. (2016). Visual programming languages integrated across the curriculum in elementary school: A two year case study using ‘scratch’ in five schools. Computers & Education, 97, 129–141.
Bers, M. U. (2018). Coding and Computational Thinking in Early Childhood: The Impact of ScratchJr in Europe. European Journal of STEM Education, 3(3), 08. https://doi.org/10.20897/ejsteme/3868
Lin Y-S, Chen S-Y, Tsai C-W and Lai Y-H. (2021). Exploring Computational Thinking Skills Training Through Augmented Reality and AIoT Learning. Front. Psychol. 12:640115. doi: 10.3389/fpsyg.2021.640115












