Participatory Action Research on the Implementation of STEAM-Integrated Problem-Based Learning
DOI:
https://doi.org/10.26740/sjese.2.01.2026.3Keywords:
STEAM, Problem-Based Learning, Participatory Action Research, Matematics, EngagementAbstract
This study aimed to examine the implementation of a STEAM-based Problem-Based Learning (PBL) approach in mathematics learning to enhance students’ engagement, creativity, and problem-solving abilities. The research was conducted at SMP Negeri 26 Makassar using a Participatory Action Research (PAR) framework involving collaboration between university researchers, pre-service teachers, and the classroom teacher. The learning activities focused on the topic of arithmetic sequences and were designed following the stages of the PBL model integrated with STEAM elements (Science, Technology, Engineering, Arts, and Mathematics). Students worked collaboratively in small groups to analyze contextual problems, formulate hypotheses, conduct investigations using digital tools, and communicate their findings through digital presentations. Data were collected through classroom observations, learning artifacts, student presentations, and formative assessment results. Descriptive statistical analysis of the formative test scores showed that the average student score reached 92.5, with a median and mode of 90, indicating strong academic performance and relatively consistent achievement among students. The findings revealed that the STEAM-based PBL approach effectively promoted active participation, collaborative inquiry, and deeper conceptual understanding of arithmetic sequences. The integration of digital tools and interdisciplinary learning activities also supported the development of students’ critical thinking and communication skills. These results suggest that integrating STEAM within a PBL framework can provide meaningful and engaging mathematics learning experiences while improving students’ problem-solving abilities and overall learning outcomes.
References
Aguilera, D., & Ortiz-Revilla, J. (2021). STEM vs. STEAM education and student creativity: A systematic literature review. Education Sciences, 11(7), 331. https://doi.org/10.3390/educsci11070331
Atweh, B., Kemmis, S., & Weeks, P. (Eds.). (1998). Action research in practice: Partnerships for social justice in education. Routledge.
Belland, B. R., Kim, C., & Hannafin, M. (2013). A framework for designing scaffolds that improve motivation and cognition. Educational Psychologist, 48(4), 243–270. https://doi.org/10.1080/00461520.2013.838920
Bond, M., Bedenlier, S., Marín, V. I., & Händel, M. (2020). Emergency remote teaching in higher education: Mapping the first global online semester. International Journal of Educational Technology in Higher Education, 17(1), 44. https://doi.org/10.1186/s41239-020-00224-x
Boud, D., Keogh, R., & Walker, D. (2013). Reflection: Turning experience into learning. Routledge.
Cheng, L., Antonenko, P. D., Ritzhaupt, A. D., & Dawson, K. (2023).
The effectiveness of problem-based learning in STEM education: A meta-analysis. Educational Technology Research and Development, 71, 1825–1847.
https://doi.org/10.1007/s11423-023-10215-7
Chiu, T. K. F., Lin, T. J., & Lonka, K. (2022). Motivating online learning: The challenges of COVID-19 and beyond. Educational Technology Research and Development, 70, 223–247. https://doi.org/10.1007/s11423-021-10088-3
Djam’an, N. (2025). Examining the implementation of environmental education in the STEAM approach for sustainability. Discover Education, 4, 410. https://doi.org/10.1007/s44217-025-00837-4
Djam’an, N., Syafira, N., Mariana, N., Simanjorang, M., Sappaille, B. I., & Minggi, I. (2024). The influence of STEAM (science, technology, engineering, art, and mathematics) approaches with heuristic learning strategies on students’ critical thinking skills. Proceedings of International Conference on Educational Studies in Mathematics, 1(2), 681–690. https://journal.unm.ac.id/index.php/icoesm/article/view/5933
Fogarty, R. (1997). Problem-based learning and other curriculum models for the multiple intelligences classroom. ERIC.
Herro, D., Quigley, C., Andrews, J., & Delacruz, G. (2022). Co-measuring creativity in STEAM education: Supporting teacher learning and practice. Thinking Skills and Creativity, 43, 100997.https://doi.org/10.1016/j.tsc.2021.100997
Hmelo-Silver, C. E. (2004). Problem-based learning: What and how do students learn? Educational Psychology Review, 16(3), 235–266. https://doi.org/10.1023/B:EDPR.0000034022.16470.f3
Jantakun, T., Jantakun, K., & Jantakoon, T. (2021). STEAM Education Using Design Thinking Process Through Virtual Communities of Practice (STEAM-DT-VCoPs). Journal of Educational Issues, 7(1), 249. https://doi.org/10.5296/jei.v7i1.18420
Kemmis, S., & Wilkinson, M. (1998). Participatory action research and the study of practice. In B. Atweh, S. Kemmis, & P. Weeks (Eds.), Action research in practice: Partnerships for social justice in education (pp. 21–36). Routledge.
Kwon, H., Capraro, R. M., & Capraro, M. M. (2022). The effects of integrated STEAM instruction on student problem solving and creativity. International Journal of STEM Education, 9(1), 45. https://doi.org/10.1186/s40594-022-00348-5
Li, Y., Wang, K., Xiao, Y., & Froyd, J. E. (2023). Research and trends in STEM/STEAM education: A systematic review. Journal for STEM Education Research, 6, 1–21. https://doi.org/10.1007/s41979-022-00085-6
Margot, K. C., & Kettler, T. (2022). Teachers’ perception of STEM integration and education: A systematic review. International Journal of STEM Education, 9, 2. https://doi.org/10.1186/s40594-021-00325-7
OECD. (2023). Future of education and skills 2030: Transformative competencies for the future. OECD Publishing.
Papanastasiou G, Drigas A, Skianis C, Lytras M, Papanastasiou E. Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills. Virtual Reality. 2019;23(4):425-436. doi:10.1007/s10055-018-0363-2.
Perignat, E., & Katz-Buonincontro, J. (2021). STEAM in practice and research: An integrative literature review. Thinking Skills and Creativity, 39, 100793.
https://doi.org/10.1016/j.tsc.2020.100793
Quigley, C. F., & Herro, D. (2016). “Finding the Joy in the Unknown”: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms. Journal of Science Education and Technology, 25(3), 410–426. https://doi.org/10.1007/s10956-016-9602-z
Rasheed, R. A., Kamsin, A., & Abdullah, N. A. (2020).
Challenges in the online component of blended learning: A systematic review. Computers & Education, 144, 103701. https://doi.org/10.1016/j.compedu.2019.103701
Thibaut, L., Ceuppens, S., De Loof, H., De Meester, J., Goovaerts, L., Struyf, A., … Depaepe, F. (2021). Integrated STEM education: A systematic review of instructional practices. International Journal of STEM Education, 8(1), 1–18.
https://doi.org/10.1186/s40594-020-00232-z
Thornhill-Miller, B., Camarda, A., Mercier, M., Burkhardt, J. M., Morisseau, T., Bourgeois-Bougrine, S., & 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), 54. https://doi.org/10.3390/jintelligence11030054
Yakman, G. (2008). STEAM education: An overview of creating a model of integrative education. Presented at the Purdue University STEM Education Conference. Retrieved from https://www.researchgate.net
Zakir, S., Hoque, M. E., Susanto, P., Nisaa, V., Alam, M. K., Khatimah, H., & Mulyani, E. (2025). Digital literacy and academic performance: The mediating roles of digital informal learning, self-efficacy, and students’ digital competence. Frontiers in Education, 10, 1590274. https://doi.org/10.3389/feduc.2025.1590274
Downloads
Published
Issue
Section
License
Copyright (c) 2026 STEAM Journal For Elementary School Education

This work is licensed under a Creative Commons Attribution 4.0 International License.
Abstract views: 10
,
PDF Downloads: 18

