Investigating the Correlation Between STEAM-Based PjBL Supported by Augmented Reality and the Enhancement of 21st-Century Skills in Senior High School Students

Authors

  • Dewi Rahmawati Universitas Mulawarman
  • Dora Dayu Rahma Turista Universitas Mulawarman
  • Akhmad Akhmad Universitas Mulawarman
  • Ruqoyyah Nasution Universitas Mulawarman

DOI:

https://doi.org/10.18592/tarbiyah.v14i1.15985

Keywords:

Assmblr Edu, Learning and innovation skills, Information, media, and technology skills, Life and career skills

Abstract

This research investigates the correlation between STEAM-based Project-Based Learning (PJBL) enhanced by Augmented Reality and the development of 21st-century skills among students. The study employs a quantitative descriptive approach, utilizing a one-shot case study design. The sample was obtained through a cluster random sampling method. Data were analyzed using percentage analysis techniques and Kendall's tau-b test at a 5% significance level. The results from Kendall's tau-b test demonstrated a significant correlation between STEAM-based PJBL supported by Augmented Reality and enhancing students' 21st-century skills, with a correlation coefficient of 0.798 and a significance level of 0.000. Furthermore, observational data indicated that the average achievement of 21st-century skills was 77%, which is considered good. The study concludes that STEAM-based PJBL supported by Augmented Reality is significantly linked to improving students' 21st-century skills and effectively fosters these skills. These findings imply that integrating STEAM-based PJBL with Augmented Reality technology such as Assemblr Edu can be an effective strategy for educators to enhance 21st-century skills in secondary education settings.

References

Afnan, M. Z., & Puspitawati, R. P. (2024). Exploration of biological concept understanding through augmented reality : A constructivism theory approach Abstract : JPBI (Jurnal Pendidikan Biologi Indonesia), 10(3), 1139–1147. https://doi.org/https://doi.org/10.22219/jpbi.v10i 3.36896

Aizenkot, D., & Ben David, Y. (2023). An exploratory study of 21st century skills of undergraduate education students: A comparison between freshman, second, and graduation years. Innovations in Education and Teaching International, 60(4), 524–533. https://doi.org/10.1080/14703297.2022.2052931;WEBSITE:WEBSITE:TFOPB;PAGEGROUP:STRING:PUBLICATION

Astalini, Darmaji, Kurniawan, D. A., & Octavia, S. W. (2024). Assembler edu e-modules: improving argumentation skills, perseverance, and curiosity in physics learning. Jurnal Ilmiah Ilmu Terapan Universitas Jambi, 8(2), 550–562. https://doi.org/10.22437/jiituj.v8i2.37238

Battele for Kids. (2019). Partnership for 21st Century Learning® Frameworks & Resources. P21® Resources. https://www.battelleforkids.org/insights/p21-resources/

Burhanudin, A. (2021). Penggunaan Sim-Rosi Berbasis PjBL dan Steam untuk Meningkatkan Keterampilan Abad 21 Bagi Peserta Didik Sekolah Dasar. Jurnal Didaktika Pendidikan Dasar, 5(1), 47–70. https://doi.org/10.26811/didaktika.v5i1.231

Candra Yulia, D., Rahmawati, Y., & Darwis, D. (2024). Pendekatan STEAM-PjBL untuk Mengembangkan Scientific Creativity Siswa Kelas V Pada Topik Ekosistem dan Magnet. Jayapangus Press Cetta: Jurnal Ilmu Pendidikan, 7(3). https://jayapanguspress.penerbit.org/index.php/cetta

Cheng, J., & Zhang, X. (2024). Reforming Teaching to Cultivate Students’ Adaptability. Journal of Global Humanities and Social Sciences, 5(4), 138–143. https://doi.org/10.61360/BoniGHSS242016030401

Cohen, J. (2013). Statistical Power Analysis for the Behavioral Sciences. Routledge. https://doi.org/10.4324/9780203771587

Estaiteyeh, M., & DeCoito, I. (2023). Differentiated instruction in digital video games: STEM teacher candidates using technology to meet learners’ needs. Interactive Learning Environments. https://doi.org/10.1080/10494820.2023.2190360;SUBPAGE:STRING:ACCESS

Ferawati Artauli Hasibuan, & Tetti Hasibuan. (2023). Efektivitas Pembelajaran STEAM Berbasis PJBL Dalam Meningkatkan Kreativitas Mahasiswa Teknik Sipil Mata Kuliah Mekanika Fluida Dan Hidrolika. Concept: Journal of Social Humanities and Education, 2(3), 81–94. https://doi.org/10.55606/concept.v2i3.547

Hanham, J., & Hendry, A. (2024). Timing matters: Unpacking the dynamics of project-based groups through exploring proxy efficacy and collective efficacy. International Journal of Educational Research, 126(May), 1–11. https://doi.org/10.1016/j.ijer.2024.102387

Ichsan, Mulyati, Duma, S. Y., & Nirfayanti. (2024). The Effectiveness of Mathematics Learning with the STEAM Approach in Improving Students ’ Critical Thinking Skills. Aksioma: Jurnal Matematika, 1(September), 1–16. https://doi.org/https://doi.org/10.62872/y2rh7g04

Indriani, R., Wahidin, W., & Arif, A. G. (2024). Pengembangan Model Project Based Learning (PjBL) Berbantuan Augmented Reality (AR) untuk Meningkatkan Keterampilan Proses Sains dan Sikap Ilmiah Peserta Didik Kelas XI pada Materi Struktur Sel. Edubiologica: Jurnal Penelitian Ilmu Dan Pendidikan Biologi, 10(1), 23–32. https://doi.org/10.25134/edubiologica.v10i1.10266

Issa, H. B., & Khataibeh, A. (2021). The Effect of Using Project Based Learning on Improving the Critical Thinking among Upper Basic Students from Teachers’ Perspectives. Pegem Egitim ve Ogretim Dergisi, 11(2), 52–57. https://doi.org/10.14527/pegegog.2021.00

M. Liwanag, M. J., & C. Lunar, B. (2023). COLLEGE OF ARTS AND SCIENCES STUDENTS’ LEVELS OF PROBLEM SOLVING, COLLABORATION AND ADAPTABILITY SKILLS: BASIS FOR CURRICULUM ENHANCEMENT. Education, Sustainability & Society, 6(2), 80–86. https://doi.org/10.26480/ess.02.2023.82.86

Mariana, E. P., & Kristanto, Y. D. (2023). Integrating STEAM Education and Computational Thinking: Analysis of Students’ Critical and Creative Thinking Skills in an Innovative Teaching and Learning. Southeast Asian Mathematics Education Journal, 13(1), 1–18.

Masruri, M. A., Efendi, A., & Sumaryati, S. (2024). Innovative Project-Based Learning Video Tutorial Media: Development and Its Effect on Students Collaborative Skills. 26(3), 926–943. https://doi.org/10.21009/JTP2001.6

Mopara, R., & Sanrattana, W. (2023). Developing Teachers to Develop Students’ 21st Century Skills. World Journal of Education, 13(3), 94. https://doi.org/10.5430/wje.v13n3p94

Mulyani, M., Budiyono, B., Alfi Muhimmah, H., Abidin, Z., Setiawan, R., & Istiq’faroh, N. (2023). Aktivitas STEAM dalam “Miniatur Crane” dengan Berbasis Proyek untuk Meningkatkan Keterampilan Abad 21. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(4), 3895–3906. https://doi.org/10.31004/obsesi.v7i4.4919

Musa, M. M., Annur, A. F., Khusna, S., & Kusumawati, P. R. D. (2023). Steam Content in Integrated Science Learning Model Project Based Learning (PjBL) In Madrasah Ibtidaiyah. Al-Hijr: Journal of Adulearn World, 2(2), 97–107. https://doi.org/10.55849/alhijr.v2i2.540

Nieto-Isidro, S., & Martínez-Abad, F. (2024). PISA Maths-Reading index and its relationship with gender and levels of performance. International Journal of Educational Research, 127(August). https://doi.org/10.1016/j.ijer.2024.102440

Nilada, N., Payougkiattikun, W., & Thongsuk, T. (2024). The Study of Scientific Creativity using a Project-Based Learning Management Model. International Journal on Social and Education Sciences, 6(2), 253–263. https://doi.org/10.46328/ijonses.667

Nugrohadi, S., & Anwar, M. T. (2022). Pelatihan Assembler Edu untuk Meningkatkan Keterampilan Guru Merancang Project-based Learning Sesuai Kurikulum Merdeka Belajar. Media Penelitian Pendidikan : Jurnal Penelitian Dalam Bidang Pendidikan Dan Pengajaran, 16(1), 77–80. https://doi.org/10.26877/mpp.v16i1.11953

Öksüzoglu, I. E., & Tünkler, V. (2022). Prospective Social Studies Teachers’ Perceptions of 21st Century Skills Efficacy. International Society for Technology, Education, and Science.

Palennari, M., & Mf, A. F. (2024). Pengaruh Model Project Based Learning ( PjBL ) berbasis Pendekatan Science , Technology , Engineering , Art , and Mathematic ( STEAM ) terhadap Hasil Belajar Kognitif Peserta Didik. 1953–1965.

Papilaya, P. M., & Salhuteru, C. P. (2024). Project -Based Steam Learning Based on Sound of Green: Empowering Students Creative Thinking. KnE Social Sciences. https://doi.org/10.18502/kss.v9i31.17612

Pasca Emilidha, W., & Waluya, B. (2024). PRISMA, Prosiding Seminar Nasional Matematika Integrasi STEAM dalam Meningkatkan Kemampuan Berpikir Kritis Siswa Sekolah Dasar. Journal Unnes.Ac.Id, 7, 301–308.

Philosophy, E., Simarona, N., Elpin, A., Bahari, Y., & Tanjungpura, U. (2024). Alacrity : Journal Of Education. The Alacrity : Journal Of Education, 4(3), 293–304.

Pitaloka, N., & Sinaga, S. I. (2023). Pengaruh Pembelajaran Berbasis STEAM Terhadap Kemampuan Berpikir Kreatif Anak. Kumara Cendekia, 11(1), 85–91.

Prananta, A. W., Biroli, A., & Afifudin, M. (2024). Augmented Reality for Science Learning in the 21st Century: Systematic Literature Review. Jurnal Penelitian Pendidikan IPA, 10(SpecialIssue), 38–44. https://doi.org/10.29303/jppipa.v10ispecialissue.8099

Rahayu, B. M., Nuraini, H., Hidayat, S., & Asmawati, L. (2024). Integrasi Pengaplikasian Teknologi Dalam Pembelajaran Berbasis Proyek (Project-Based Learning). Jipis, 33(1), 55–62. https://doi.org/10.33592/jipis.v33i1.4838

Rahma, T. T. (2024). Kajian Teori: Peran Model Pembelajaran Project Based Learning Berbasis STEAM Terhadap Kemampuan Berpiir Kreatif Siswa. PRISMA, Prosiding Seminar Nasional Matematika, 7, 309–316.

Raja, V., & Subramanian, R. (2024). Uses of augmented reality application in stem education. International Conference on STEM Education: Issues and Challenges, July.

Rehani, A., & Mustofa, T. A. (2023). Implementasi Project Based Learning dalam Meningkatkan Pola Pikir Kritis Siswa di SMK Negeri 1 Surakarta. Didaktika: Jurnal Kependidikan, 12(4), 487–496.

Rosidin, Aina, M., A., A., Saifullah, Putranto, A., Lana, R., & Rahardian. (2024). Augmented Reality dalam Pembelajaran. Idealmathedu: Indonesian Digital Journal of Mathematics and Education, 7(2), 92–97. https://doi.org/10.53717/idealmathedu.v7i2.228

Rosita, R., Pratama, A. R., Sukriah, E., Susilana, R., & Rusman, R. (2024). Integrating PjBL and service-learning to improve 21st-century skills in tourism education. Inovasi Kurikulum, 21(3), 1365–1376. https://doi.org/10.17509/jik.v21i3.69249

Sabila, N., & Hadi, M. S. (2024). Optimalisasi Penggunaan Teknologi Pembelajaran dalam Meningkatkan Literasi Digital Siswa SMP Muhammadiyah Al Mujahidin. 2494–2500.

Seth, D., Carryon, G., & Tangorra, J. (2015, November 10). Strengthening 21st Century Skills in Undergraduate Students through Project-Based Design Course. 2015 Spring ASEE Middle Atlantic Section Conference Proceedings. https://doi.org/10.18260/1-2-1153-49873

Syofiani, Morelent, Y., & Azkya, H. (2024). In-service Teacher Professional Education Program and the Implementation of Learning Tools in the Merdeka Curriculum. IRJE: Indonesian Research Journal in Education, 8(2), 458–474. https://doi.org/https://doi.org/10.22437/irje .v8i2.34553

Tang, Y. M., Chau, K. Y., Kwok, A. P. K., Zhu, T., & Ma, X. (2022). A systematic review of immersive technology applications for medical practice and education - Trends, application areas, recipients, teaching contents, evaluation methods, and performance. Educational Research Review, 35(June 2021), 100429. https://doi.org/10.1016/j.edurev.2021.100429

Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J. M., Morisseau, T., Bourgeois-Bougrine, S., Vinchon, F., El Hayek, S., Augereau-Landais, M., Mourey, F., Feybesse, C., Sundquist, D., & Lubart, T. (2023). Creativity, Critical Thinking, Communication, and Collaboration: Assessment, Certification, and Promotion of 21st Century Skills for the Future of Work and Education. Journal of Intelligence, 11(3). https://doi.org/10.3390/jintelligence11030054

Utama, K. W., Rahayu, M. K., Azizah, L. F., Winarti, Sitopu, J. W., & Wiliyanti, V. (2024). Pengaruh Penggunaan Teknologi Augmented Reality Dalam Pembelajaran Ipa Terhadap Pemahaman Materi Pembelajaran. Jurnal Review Pendidikan Dan Pengajara, 6(3), 7813–7821.

Vyas, M., & Vidyavihar, S. (2023). Traditional Learning Students insights. Journal of Pharmaceutical Negative Results ¦, 13(September), 3986–3995. https://doi.org/10.47750/pnr.2022.13.S07.502

Yusuf, F. A. (2022). An Investigation on the Learning Barriers of Boarding School Students in terms of Different Dimensions of the Curriculum Implementation. Pegem Egitim ve Ogretim Dergisi, 13(1), 301–308. https://doi.org/10.47750/pegegog.13.01.33

Downloads

Published

2025-07-08

How to Cite

Rahmawati, D., Turista, D. D. R., Akhmad, A., & Nasution, R. (2025). Investigating the Correlation Between STEAM-Based PjBL Supported by Augmented Reality and the Enhancement of 21st-Century Skills in Senior High School Students. Tarbiyah : Jurnal Ilmiah Kependidikan, 14(1), 173–185. https://doi.org/10.18592/tarbiyah.v14i1.15985

Issue

Section

Articles