ANALISIS PENERAPAN PEMBELAJARAN BERBASIS STEAM DI TK JOY KIDS NASIONAL PLUS TASIKMALAYA TAHUN AJARAN 2022/2023 - N. Siti Sopiah, - (2023)
Kekuatan perubahan di era society 5.0 menyebabkan kompleksitas dan tantangan semakin meningkat, keterampilan abad 21 diperlukan untuk menghadapi era ini salah satunya melalui pembelajaran berbasis STEAM untuk anak usia dini. Tujuan penelitian ini yaitu mendeskripsikan bagaimana pelaksanaan pembelajaran berbasis STEAM di TK Joy Kids Nasional Plus Tasikmalaya pada tahun ajaran 2022/2023. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Teknik pengumpulan data melalui observasi, wawancara, dan studi dokumentasi. Teknik analisis data dengan cara pengumpulan data, reduksi data, penyajian data, penarikan kesimpulan dan verifikasi. Hasil penelitian ini adalah 1) Perencanaan pembelajaran berbasis STEAM di TK Joy Kids Nasional Plus Tasikmalaya meliputi: rancangan program semester, pembuatan modul ajar, pembuatan weekly plan, dan penyusunan rencana pelaksanaan pembelajaran harian RPPH. 2) Pelaksanan pembelajaran berbasis STEAM di TK Joy Kids Nasional Plus Tasikmalaya sama seperti pembelajaran pada umumnya meliputi kegiatan awal atau pembuka, kegiatan inti, dan kegiatan penutup. Langkah-langkah yang digunakan TK Joy Kids Nasional Plus Tasikmalaya pada pembelajaran STEAM project based learning meliputi tahapan reflection, research, discovery, application, dan communication. Selain dari kegiatan intrakurikuler yang menunjang dalam pelaksanaan pembelajaran STEAM di TK Joy Kids Nasional Plus Tasikmalaya, terdapat kegiatan ekstrakurikuler koding robotik STEAM yang memfasilitasi anak dalam kemampuan pemecahan masalah, berpikir kritis, kreatif, dan kolaborasi. 3) Evaluasi pembelajaran berbasis STEAM di TK Joy Kids Nasional Plus Tasikmalaya dilakukan melalui penilaian catatan anekdot, foto berseri, catatan hasil karya, dan format ceklis. The power of change in the era of society 5.0 causes increasing complexity and challenges, 21st century skills are needed to face this era, one of which is through STEAM-based learning for early childhood. The purpose of this study is to describe how the implementation of STEAM-based learning at Joy Kids National Plus Tasikmalaya Kindergarten in the 2022/2023 school year. This research uses a descriptive qualitative approach. Data collection techniques through observation, interviews, and documentation studies. Data analysis techniques by means of data collection, data reduction, data presentation, conclusion drawing and verification. The results of this study are 1) STEAM-based learning planning at Joy Kids National Plus Tasikmalaya Kindergarten includes: semester programme design, making teaching modules, making weekly plans, and preparing daily lesson plans. 2) Implementation of STEAM-based learning at Joy Kids National Plus Tasikmalaya Kindergarten is the same as learning in general, including initial or opening activities, core activities, and closing activities. The steps used by Joy Kids National Plus Tasikmalaya Kindergarten in STEAM project-based learning include the stages of reflection, research, discovery, application, and communication. Apart from the intracurricular activities that support the implementation of STEAM learning at Joy Kids National Plus Tasikmalaya Kindergarten, there are extracurricular STEAM robotic coding activities that facilitate children in problem solving, critical thinking, creativity, and collaboration skills. 3) Evaluation of STEAM-based learning at Joy Kids National Plus Tasikmalaya Kindergarten is carried out through the assessment of anecdotal notes, serial photos, work records, and checklist formats.