Pembelajaran Berasaskan Projek STEAM dalam Pengajaran dan Pembelajaran Pendidikan Seni Visual untuk Meningkatkan Kemahiran Insaniah

  • Ahmad Dasuki Mohd Hawari UPSI
  • Azlin Iryani Mohd Noor

Abstract

Kandungan kurikulum Pendidikan Seni Visual (PSV) bermatlamat memperkasakan dan menyediakan murid dengan kemahiran insaniah yang penting menerusi pendekatan pengajaran dan pembelajaran yang berkesan. Namun, tinjauan literatur semasa menunjukkan terdapat guru-guru yang kurang mahir mengaplikasi pendekatan yang bersesuaian dalam pembelajaran PSV menyebabkan kemahiran insaniah tidak dapat diterapkan secara sepenuhnya. Bagi mengatasi isu ini, pembelajaran berasaskan projek (PBL) yang mengintegrasikan pendidikan STEAM dan kaedah struktur koperatif ‘LeapEd’ dilihat berpotensi meningkatkan kemahiran insaniah murid menerusi pengajaran dan pembelajaran PSV berkesan di dalam bilik darjah. Justeru, kajian ini bertujuan menjelaskan kaedah guru meningkatkan kemahiran insaniah murid melalui pendekatan PBL yang mengintegrasikan struktur koperatif pendidikan ‘LeapEd’ dan STEAM. Kajian ini menggunakan kajian kes deskriptif yang merangkumi pengumpulan data daripada temu bual, pemerhatian, dan analisis dokumen di sebuah sekolah rendah di Kuala Lumpur. Lima orang pakar akademik, dua guru PSV , dan 20 orang murid-murid  terlibat sebagai peserta dalam kajian ini. Analisis data triangulasi menunjukkan potensi dan keberkesanan mengintegrasikan pendekatan PBL-STEAM untuk meningkatkan kemahiran insaniah murid sewaktu proses pengajaran dan pembelajaran PSV di dalam bilik darjah. Hasil perbincangan memperlihat keberkesanan pendekatan menerusi tiga fasa domain utama pelaksanaan PBL iaitu fasa perancangan, fasa proses pengujian dan fasa penilaian produk. Fasa perlaksanaan ini memberi manfaat terhadap penyampaian pengajaran guru yang lebih teratur dan sistematik kerana melibatkan 14 struktur koperatif dalam perancangan pelan projek selain menekankan aspek representasi, ekspresi dan penglibatan murid di dalam lapan elemen pendekatan PBL yang bertujuan meningkatkan kemahiran insaniah murid. Ringkasnya, pendekatan PBL STEAM berpotensi meningkatkan keberkesanan penyampaian pengajaran guru serta menyumbang terhadap keberhasilan dan kemenjadian murid menerusi pengajaran dan pembelajaran PSV yang berstruktur koperatif LeapEd.

References

Ab Rahman, F. (Ed.). (2020). Issues and Challenges in Education (UUM Press).
Ahmed Ghanem, D., & Sayed, T. (2019). A Proposed Model in Science Teaching Based On Project-based Learning and Its Impact on the Development of Productivity and Accountability Skills, and The Attitudes towards the Cooperative work for the Preparatory Stage Students. Egyptian Journal of Science Education, 22(9), 1-72.
Aksela, M., & Haatainen, O. (2019). Project-based learning (PBL) in practise: Active teachers' views of its' advantages and challenges. Integrated Education for the Real World.
Bertrand, M. and Namukasa, I.K. (2020), “STEAM education: student learning and transferable skills”, Journal of Research in Innovative Teaching and Learning, Vol. 13 No. 1, pp. 43-56, doi: 10. 1108/jrit-01-2020-0003.
Bertrand, M.G. (2019), STEAM Education in Ontario, Canada: A Case Study on the Curriculum and Instructional Models of Four K-8 STEAM Programs, Unpublished master’s thesis, Western University, London.
Bertrand, M.G. and Namukasa, I.K. (2022), "A pedagogical model for STEAM education", Journal of Research in Innovative Teaching & Learning, Vol. ahead-of-print No. ahead-of-print.
Chen, W., Tang, X., & Mou, T. (2019). Course design and teaching practice in STEAM education at distance via an interactive e-learning platform. Asian Association of Open Universities Journal.
Douglas, K. M., Jaquith, D. B., & Thompson Christine Marmé. (2018). Engaging learners through artmaking: choice-based art education in the classroom (Tab). New York: Teachers College Press.
Grossman, P., Herrmann, Z., Kavanagh, S. S., & Dean, C. G. P. (2021). Core Practices for Project-Based Learning: A Guide for Teachers and Leaders. Core Practices in Education Series. Harvard Education Press. 8 Story Street First Floor, Cambridge, MA 02138.
Hawari, A. D. M., & Noor, A. I. M. (2020). Project based learning pedagogical design in STEAM art education. Asian Journal of University Education, 16(3), 102-111.
Hawari, A. D. M., & Noor, A. I. M. (2019, April). Challenges In The Teaching Of Art Common Practices To Enhance Students’ Soft Skills Via Project-Based Learning. In 8th UPI-UPSI International Conference 2018 (UPI-UPSI 2018) (pp. 26-31). Atlantis Press.
Henriksen, D., Mehta, R. and Mehta, S. (2019), “Design thinking gives STEAM to teaching: a framework that breaks disciplinary boundaries”, in STEAM Education, Springer, Cham, pp. 57-78.
Kang, N.H. (2019), “A review of the effect of integrated STEM or STEAM (science, technology, engineering, arts, and mathematics) education in South Korea”, Asia-Pacific Science Education, Vol. 5 No. 1, pp. 1-22, doi: 10.1186/s41029-019-0034-y.
Kingston, S. (2018). Project Based Learning & Student Achievement: What Does the Research Tell Us? PBL Evidence Matters, Volume 1, No. 1. Buck institute for education.
LeapEd Services (2021). LeapEd Learning Enriched: 2021 Activity Report. Kuala Lumpur LeapEd Services Sdn Bhd.
Liao, C. (2019). Creating a STEAM map: A content analysis of visual art practices in STEAM education. In STEAM Education (pp. 37-55). Springer, Cham.
Kementerian Pendidikan Malaysia. (2018) Laporan Pendidikan Sekolah Rendah 2017. Putrajaya. Kementerian Pendidikan Malaysia.
Macmartin, T. (2020). Commentary: Connecting Projects to Standards: Steps for Success When Implementing PBL In Your Classroom. The Science Teacher, 87(9), 20-22.
Muhali, M. (2019). Pembelajaran Inovatif Abad Ke-21. Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika, 3(2), 25-50.
Rusdin, N. M., & Ali, S. R. (2019, November). Amalan dan cabaran pelaksanaan pembelajaran abad ke-21. In Proceedings of the International Conference on Islamic Civilization and Technology Management (Vol. 23, No. 1, pp. 87-105).
Silk, M. C. (2021). The Value of Me in STEAM: Teacher identity development through STEAM education (Doctoral dissertation).
Stanley, T. (2018). Authentic learning: real-world experiences that build 21st-century skills. Waco, TX: Prufrock Press, Inc.
Talib, C. A., Rafi, I. B. M., Rajan, S. T., Abd Hakim, N. W., Ali, M., & Thoe, N. K. (2019). STEAM teaching strategies in related subject. Education, Sustainability And Society, 2(4), 14-18.
Thi Van Pham, A., & Thi Thu Dao, H. (2020, October). The Importance of Soft Skills for University Students in the 21st Century. In 2020 The 4th International Conference on Advances in Artificial Intelligence (pp. 97-102).
Zakaria, S. K., & Daud, M. N. (2021). Penjanaan Kemahiran Insaniah Melalui Gaya Pembelajaran dan Kecerdasan Pelbagai. Jurnal Dunia Pendidikan, 3(4), 65-76.
Published
2024-07-31
How to Cite
MOHD HAWARI, Ahmad Dasuki; MOHD NOOR, Azlin Iryani. Pembelajaran Berasaskan Projek STEAM dalam Pengajaran dan Pembelajaran Pendidikan Seni Visual untuk Meningkatkan Kemahiran Insaniah. Jurnal Dunia Pendidikan, [S.l.], v. 6, n. 2, p. 126-138, july 2024. ISSN 2682-826X. Available at: <https://myjms.mohe.gov.my/index.php/jdpd/article/view/26384>. Date accessed: 14 sep. 2024.
Section
Articles