Pendampingan pembuatan alat permainan edukatif topik ekologi berbasis STEAM pada kelompok guru PAUD Kecamatan Temayang Kabupaten Bojonegoro
DOI:
https://doi.org/10.20414/transformasi.v17i1.2702Keywords:
alat permainan edukatif, STEAM, pendampingan, topik ekologiAbstract
[Bahasa]: Implementasi STEAM (Science, Technology, Engineering, Arts, and Mathematics), yang merupakan salah satu pendekatan yang banyak dikembangkan oleh berbagai negara, masih belum banyak dipahami oleh banyak guru, termasuk pada kelompok guru PAUD PKG SMART. Tujuan kegiatan pengabdian kepada masyarakat (PkM) ini adalah untuk meningkatkan kompetensi pedagogik guru melalui keterampilan dalam memproduksi Alat Permainan Edukaitf (APE). Kajian ini akan memaparkan bagaimana pelaksanaan proses pendampingan guru dalam memproduksi APE, serta bagaimana performa dan implemetasi guru dengan menggunakan APE topik ekologi dengan pendekatan STEAM. PkM ini merupakan aktivitas pendampingan dalam bentuk pembelajaran yang mengacu pada model pembelajaran berbasis proyek dengan tahapan utama yaitu launching, monitoring, dan evaluating. Peserta kegiatan pengabdian kepada masyarakat ini terdiri dari 90 guru yang terdiri dari 30 guru Pos PAUD, 30 guru Kelompok Belajar, dan 30 guru TK di wilayah kecamatan Temayang, kabupaten Bojonegoro, Jawa Timur. Pengumpulan data melalui dokumentasi, observasi produk dan performa kelompok, serta wawancara kelompok. Target model produk yang diharapkan adalah kotak yang utamanya difungsikan untuk mengajarkan konsep ekosistem darat dan perairan. Keberhasilan program ini ditunjukkan dari (1) terlaksananya tahapan pendampingan, (2) diperolehnya produk APE yang sesuai dengan target yang ditentukan tim, (3) performa guru sudah menunjukkan penambahan wawasan dalam mengimplementasikan APE dan memodifikasi APE dengan pendekatan STEAM dan (4) respon positif ditunjukkan dengan antusiasme guru
Kata Kunci: alat permainan edukatif, STEAM, pendampingan, topik ekologi
[English]: The implementation of STEAM (Science, Technology, Engineering, Arts, and Mathematics), which is one of the approaches developed by many countries, is still not widely understood by many teachers, including early childhood teachers in PKG SMART. The purpose of this community service program is to improve teachers’ pedagogical competence through skills in producing Educational Game Tools (EGT). This article will describe how the teachers’ mentoring process is implemented in producing EGT, as well as how teachers’ performance and practices using EGT on the topic of ecology with the STEAM approach. This program is a mentoring activity that refers to a project-based learning model following three stages; aunching, monitoring, and evaluating. Participants consist of 90 early childhood teachers in Temayang sub-district, Bojonegoro regency, East Java. Data was collected through documentation, product observation and group performance, and group interviews. The expected product model is a box to teach the concept of terrestrial and aquatic ecosystems. The effectivity of this program is shown from (1) the implementation of the mentoring stages, (2) the produced EGT meets the specificationsset by the team, (3) teachers’ performance is better in implementing EGT and modifying EGT with the STEAM approach and (4) positive responses are evident in the teachers’ enthusiasm.
Keywords: educational game tools, STEAM, mentoring, ecological topics
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