Implementasi STEAM Pada Kegiatan Proyek Pembuatan Lampu Lalu lintas Untuk Anak Usia 5-6 Tahun
DOI:
https://doi.org/10.53398/arraihanah.v6i2.1207Keywords:
STEAM, Learning Project, Trafict Light, Children Aged 5-6 Years, STEAM ImplementationAbstract
The STEAM (Science, Technology, Engineering, Art, and Mathematics) approach is an educational innovation that offers early childhood learners experiences through activities integrating various disciplines. However, the implementation of STEAM elements within project-based activities relevant to children's daily lives requires further in-depth study. This research aims to describe the implementation of STEAM in a traffic light construction project for children aged 5–6 years. A descriptive qualitative approach was employed at TK PGRI Rancabogo. The subjects were children in "Group B" (aged 5–6) participating in the STEAM-based traffic light project. Data were collected through observation, interviews, and documentation, then analyzed using data reduction, data presentation, and conclusion-drawing techniques. The results indicate that the traffic light project successfully integrated the five STEAM elements. The Science element was evident when children observed whether the lights illuminated after assembly. The Technology element was demonstrated through the use of simple tools and materials. The Art element was visible in activities involving decoration and color selection, while the Mathematics element appeared as children recognized geometric shapes, counted the lights, and sequenced colors. Thus, this project serves as a viable alternative for implementing STEAM in early childhood education
References
Azizah, E. M., Yuhasriati, Y., Khoiriyah, K., Rosmiati, R., & Mandira, G. (2023). Implementasi pembelajaran berbasis STEAM dalam mengembangkan kreativitas anak usia dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 7(6), 6620–6630. https://doi.org/10.31004/obsesi.v7i6.5568
Budiyono, B., Wiryanto, W., Suprayitno, S., & Primaniarta, M. G. (2023). Persepsi mahasiswa pendidikan dasar terhadap gamifikasi dalam pendidikan STEAM. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 7(3), 3591–3603. https://doi.org/10.31004/obsesi.v7i3.4474
Creswell, J. W., & Poth, C. N. (2018). Qualitative inquiry and research design: Choosing among five approaches (4th ed.). SAGE Publications.
Hasibuan, R., Fitri, R., & Dewi, U. (2022). STEAM-based learning media: Assisting in developing children's skills. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(6). https://doi.org/10.31004/obsesi.v6i6.3385
Kamil, M. (2023). Implementation of STEAM in preschool as a 21st-century learning innovation. Journal of Young Children Education, 3(1), 54–65.
Merriam, S. B., & Tisdell, E. J. (2016). Qualitative research: A guide to design and implementation (4th ed.). Jossey-Bass.
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). SAGE Publications.
Motimona, P. D., & Maryatun, I. B. (2023). Implementasi metode pembelajaran STEAM pada Kurikulum Merdeka pada PAUD. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 7(6), 6493–6504. https://doi.org/10.31004/obsesi.v7i6.5549
Nowell, L. S., Norris, J. M., White, D. E., & Moules, N. J. (2017). Thematic analysis: Striving to meet the trustworthiness criteria. International Journal of Qualitative Methods, 16(1), 1–13. https://doi.org/10.1177/1609406917733847
Palinkas, L. A., Horwitz, S. M., Green, C. A., Wisdom, J. P., Duan, N., & Hoagwood, K. (2015). Purposeful sampling for qualitative data collection and analysis in mixed method implementation research. Administration and Policy in Mental Health and Mental Health Services Research, 42(5), 533–544. https://doi.org/10.1007/s10488-013-0528-y
Rahayu, S., Rizka, N., & Nasution, R. (2025). Pengembangan ular tangga SEHATIKU berbasis digital dan bermuatan STEAM untuk meningkatkan literasi kesehatan anak usia dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 9(5).
Ratna, A., Arbarini, M., & Loretha, A. F. (2023). Pembelajaran STEAM dengan media loose parts di kelompok bermain anak usia dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 7(3).
Rini, R. Y., Mutaqin, M. F. T., & Fajari, L. E. W. (2022). Implementasi STEAM dalam mengkonstruksi kesetaraan gender pada anak usia dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(6), 6661–6674. https://doi.org/10.31004/obsesi.v6i6.3458
Sukmawati, N. I., Rakhmawati, S., & Ika, N. (2023). Pengaruh pembelajaran STEAM terhadap keterampilan berpikir tingkat tinggi pada anak usia dini. Jurnal Pendidikan Anak Usia Dini, 8(2), 112–124.
Suryanti, S. (2021). STEAM-project-based learning: A catalyst for elementary school students' scientific literacy skills. Journal of Physics: Conference Series. https://doi.org/10.1088/1742-6596/1747/1/012040
Veziroglu-Celik, M., Ozkaya, S., Kacar, G., & Senturk, Z. E. (2026). STEAM in early childhood: An analysis towards teachers’ and children’s perspectives. Early Childhood Education Journal, 54, 1027–1039.
Wahyuningsih, S. (2020). STEAM learning in early childhood education: A literature review. Early Childhood Education Journal, 4(1), 33–44.
Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education. In PATT-19 Proceedings: Research on Technology, Innovation, Design and Engineering Teaching, 335–358
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Ar-Raihanah: Jurnal Pendidikan Islam Anak Usia Dini

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.





.png)



