Implementing a STEAM-Based Character Makeup Learning Model for Performance Arts in Elementary Education

Ririn Amaliah Putri Sarah, Husnul Azizah, Nacua Nabila, Winda Safitri Siregar, Aurellia Nurkhafizah Lisra, Hazimah Wardah Tuljannah

Abstract


This study investigated how effective a STEAM-based Character Makeup Learning Model is in boosting creativity among fifth-grade students at SD 28 Batang Anai. It employed a one-group pretest–posttest design with 28 students who took part in four STEAM-integrated sessions involving character makeup projects. Creativity was evaluated across four dimensions using a validated rubric. Classroom observations assessed how well STEAM components were implemented. Results revealed a significant increase in overall creativity, with the average score rising from 62.40 at pretest to 70.40 at posttest. A paired-sample t-test confirmed a statistically significant difference (t(27) = 4.23, p = 0.0002), with a Cohen’s d of 0.80, indicating a moderate-to-large effect. Specific gains in dimensions were: fluency (+2.80), flexibility (+2.70), elaboration (+3.10), and originality (+3.40), showing notable improvements across all creativity facets. Classroom observations showed high overall STEAM implementation (78%), with Arts and Science as the strongest areas, while Engineering needed more scaffolding. Character makeup product assessments demonstrated consistent progress, with 35% of students reaching high performance post-intervention. These findings suggest that incorporating performance arts into STEAM learning effectively promotes multidimensional creativity in elementary students.


Keywords


Character makeup; creativity; elementary students; performance arts; steam education.

Full Text:

PDF

References


Aini, N., Hadiyanto, H., & Widowati, A. (2025). Development of STEAM-based learning media (STEAMBOOK) for teaching ecosystem concepts to fifth-grade elementary students. Journal of Innovation and Research in Primary Education, 4(4), 2981–2991. https://doi.org/10.56916/jirpe.v4i4.2436

Anderson, J. L., & Tofel-Grehl, C. (2021). STEAM education: Fostering creativity through interdisciplinary learning. Journal of STEM Education, 22(2), 15–23. https://doi.org/10.30707/JSTE22.2.1624987250

Ary, D., Jacobs, L. C., Irvine, C. K., & Walker, D. A. (2019). Introduction to research in education (10th ed.). Cengage Learning.

Chu, S. K. W., Reynolds, R. B., Tavares, N. J., Notari, M., & Lee, C. W. Y. (2021). 21st century skills development through inquiry-based learning. Springer. https://doi.org/10.1007/978-981-15-8269-1

Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches (5th ed.). SAGE Publications.

Deák, C., & Kumar, B. (2024). A systematic review of STEAM education’s role in nurturing digital competencies for sustainable innovations. Education Sciences, 14(3), 226. https://doi.org/10.3390/educsci14030226 Inverge Journals

Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1–4. https://doi.org/10.11648/j.ajtas.20160501.11

Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE Publications.

Filipe, J., Baptista, M., & Conceição, T. (2024). Integrated STEAM education for students’ creativity development. Education Sciences, 14(6), 676. https://doi.org/10.3390/educsci14060676 MDPI

Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2023). How to design and evaluate research in education (10th ed.). McGraw-Hill Education.

Gu, X., Tong, D., Shi, P., Zou, Y., Yuan, H., Chen, C., & Zhao, G. (2023). Incorporating STEAM activities into creativity training in higher education. Thinking Skills and Creativity, 50, 101395. https://doi.org/10.1016/j.tsc.2023.101395

Henriksen, D., Mehta, R., & Mehta, S. (2021). Design thinking and STEAM education. Arts Education Policy Review, 122(3), 123–134. https://doi.org/10.1080/10632913.2020.1757082

Irdalisa, I., Paidi, P., & Panigrahi, R. R. (2024). Project-based STEAM learning and creativity: scientific reasoning and creative outcomes in elementary contexts. Jurnal Inovasi Pendidikan IPA, 10(2), 222–236. https://doi.org/10.21831/jipi.v10i2.77676

Irdalisa, I., Paidi, P., Panigrahi, R. R., & Hanum, E. (2024). Project-Based Learning on STEAM-Based student’s worksheet with ecoprint technique: Effects on student scientific reasoning and creativity. Jurnal Inovasi Pendidikan IPA, 10(2), 222–236. https://doi.org/10.21831/jipi.v10i2.77676

Kim, K. H. (2022). Creativity in education: Current trends and future directions. Creativity Research Journal, 34(2), 87–95. https://doi.org/10.1080/10400419.2022.2038600

Lakens, D. (2022). Sample size justification. Collabra: Psychology, 8(1), 33267. https://doi.org/10.1525/collabra.33267

Li, Y., & Francis, D. C. (2022). Advancing STEAM education research: Challenges and future directions. International Journal of STEM Education, 9(1), 1–15. https://doi.org/10.1186/s40594-022-00336-7

Margot, K. C., & Kettler, T. (2021). Teachers’ perception of STEM integration and education. International Journal of STEM Education, 8(1), 1–16. https://doi.org/10.1186/s40594-020-00229-1

Muzaini, M. C., Khoiriyah, Z., Khabib, M. A., & Kuncoro, R. (2024). Effectiveness of STEAM-Integrated Project-Based Learning to improve creative and collaborative thinking skills of elementary school students. Al-Adzka: Jurnal Ilmiah Pendidikan Guru Madrasah Ibtidaiyah, 14(1), 106–120. https://doi.org/10.18592/aladzkapgmi.v14i1.13749

Perignat, E., & Katz-Buonincontro, J. (2022). STEAM in practice and research: A review and meta-analysis. Thinking Skills and Creativity, 44, 101027. https://doi.org/10.1016/j.tsc.2022.101027

Quigley, C. F., Herro, D., & Jamil, F. M. (2022). Developing a conceptual model of STEAM teaching practices. Journal of Research in Science Teaching, 59(1), 1–28. https://doi.org/10.1002/tea.21706

Rafiq-uz-Zaman, M. (2025). Beyond STEM: A narrative review of STEAM education’s impact on creativity and innovation (2020–2025). Inverge Journal of Social Sciences, 4(4), 1–16. https://doi.org/10.63544/ijss.v4i4.175

Runco, M. A., & Acar, S. (2019). Divergent thinking as an indicator of creative potential. Creativity Research Journal, 31(2), 113–120. https://doi.org/10.1080/10400419.2019.1594527

Sugiyama, K., Saito, T., & Tanaka, K. (2023). Arts-based learning and creative thinking in primary education. Education Sciences, 13(4), 412. https://doi.org/10.3390/educsci13040412

Taber, K. S. (2018). The use of Cronbach’s alpha when developing and reporting research instruments. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2

Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach’s alpha. International Journal of Medical Education, 2, 53–55. https://doi.org/10.5116/ijme.4dfb.8dfd

Tran, V., Duong, T., Phan, T., Huynh, T., Nguyen, T., & Nguyen, T. (2024). Researching STEAM in early childhood education: A bibliometric analysis of Scopus database (2013–2023). Dong Thap University Journal of Science, 13(7). https://doi.org/10.52714/dthu.13.7.2024.1334

Wahyuningsih, S., Rahmawati, Y., & Fadhilah, R. (2023). The impact of STEAM-based learning on students’ creativity: A meta-analysis. Journal of Educational Research and Innovation, 5(2), 89–104. https://doi.org/10.46627/jeri.v5i2.412

Zakaria, S., & Osman, S. (2024). STEAM innovation: Curriculum alignment, experimental learning, and transdisciplinary approaches. International Journal of Modern Education. https://doi.org/10.35631/ijmoe.622024




DOI: https://doi.org/10.17509/md.v21i2.93336

Refbacks

  • There are currently no refbacks.


Universitas Pendidikan Indonesia, Purwakarta Campus
Jl. Veteran No. 8. Purkawarta
West Java, Indonesia
Email: [email protected]

Metodik Didaktik: Jurnal Pendidikan Ke-SD-an © 1999 by Jane Doe is licensed under Creative Commons Attribution-ShareAlike 4.0 International