INTEGRATION OF STEAM LEARNING "MATHEMATIC'S MEAL" CLASS V ELEMENTARY SCHOOL AS AN IMPLEMENTATION OF INDEPENDENT LEARNING
Penelitian ini bertujuan untuk mendeskripsikan design pembelajaran STEAM “Mathematic’s Meal” dan menjelaskan proses integrasi pembelajaran STEAM “Mathematic’s Meal” sebagai implementasi merdeka belajar di Sekolah Dasar. Penelitian ini merupakan penelitian kualitatif yang menggunakan pendekatan Design Based Research (DBR). Tahapan dalam penelitian ini dibagi menjadi empat, yaitu tahap penemuan dan analisis masalah, perancangan solusi, fase berulang, dan refleksi. Subjek penelitian yang dipilih yaitu peserta didik SDN Kedung Banteng II. Berdasarkan penelitian yang telah dilakukan didapatkan hasil berupa design pembelajaran STEAM melalui lembar kerja peserta didik (LKPD) “Mathematic’s Meal” membuat makanan pizza materi makanan bergizi tema 3 sub tema 2 kelas 5 sekolah dasar. Integrasi pembelajaran STEAM meliputi beberapa hal yaitu pertama berupa analisis miskonsepsi pemahaman terhadap makanan bergizi. Kemudian membayangkan produk makanan pizza kemudian menganalisis pengaruh konsep bangun datar bentuk makanan terhadap kandungan gizinya. Setelah itu, pengenalan dan penerapan penggunaan internet melalui handphone sebagai sarana dalam merancang produk makanan pizza. Integrasi pembelajaran diakhiri dengan proses membuat, menguji, serta merefleksikan hasil kegiatan uji coba aktivitas STEAM “Mathematic’s Meal” membuat makanan pizza. STEAM mampu menyumbang alternatif pembelajaran dan dapat meningkatkan respon keaktifan peserta didik, ketertarikan pada aktivitas pembelajaran, dan guru terinovasi untuk mengimplementasikan merdeka belajar pada saat kegiatan pembelajaran.
Kata Kunci: STEAM, Design aktivitas “Mathematic’s Meal”, Integrasi Komponen STEAM
This study aims to describe the STEAM "Mathematic's Meal" learning design and explain the integration process of STEAM "Mathematic's Meal" learning as the implementation of independent learning in elementary schools. This qualitative research uses a Design-Based Research (DBR) approach. The stages in this research are divided into four, namely the discovery and analysis phase of the problem, solution design, iterative phase, and reflection. The research subjects selected were students of SDN Kedung Banteng II. Based on the research that has been done, the results are in the form of a STEAM learning design through the student worksheet (LKPD) "Mathematic's Meal" making pizza food, nutritious food, theme 3 sub-theme 2, grade 5 elementary school. The integration of STEAM learning includes several things, first in the form of an analysis of misconceptions about understanding nutritious food. Then imagine a pizza food product and then analyze the effect of the concept of the flat shape of the food on its nutritional content. After that, the introduction and application of the use of the internet via mobile phones as a means of designing pizza food products. The learning integration ends with the process of making, testing, and reflecting on the results of the "Mathematic's Meal" STEAM activity trial for making pizza. STEAM can contribute to alternative learning and can increase the response of students' activeness, and interest in learning activities, and teachers are innovated to implement independent learning during learning activities.
Keywords: STEAM, “Mathematic’s Meal” activity design, STEAM Component Integration