Needs Analysis of STEAM Based E-LKPD to Enhance Learning Independence of Grade IV Elementary Students
DOI:
https://doi.org/10.26740/sjese.2.01.2026.5Keywords:
elementary school, grade IV, learning independence, needs analysis, STEAM, E-LKPD, changes in the state of matterAbstract
Learning independence is an essential competency in the Merdeka Curriculum. However, in practice, grade IV elementary school students still demonstrate a fairly high dependence on their classroom teachers, particularly in science learning on the topic of changes in the state of matter. This study aims to analyze the need for developing a STEAM based E-LKPD to enhance the learning independence of grade IV students at SDN 1 Wonocoyo. The method used in this study was a preliminary study with a descriptive qualitative and quantitative approach. The research subjects included one grade IV teacher and students at SDN 1 Wonocoyo. Data collection instruments consisted of interview guidelines, student needs questionnaires, learning observation sheets, and documentation studies. The analysis yielded three main findings. First, from the teacher's perspective, the available worksheets were still dominated by memorization questions and had not integrated the five aspects of STEAM. Second, from the student's perspective, 85% of respondents stated that they were more interested in interactive digital media and experienced difficulty understanding the concepts of changes in the state of matter in the absence of visual simulations. Third, from the perspective of learning independence, 78% of students at SDN 1 Wonocoyo were not yet able to manage their own learning strategies because reflection was rarely practiced and they tended to be passive, waiting for teacher instructions. Based on these three findings, it can be concluded that the development of a STEAM based E-LKPD is highly necessary, with key features including interactive simulations on the topic of changes in the state of matter, accompanied by self-reflection rubrics, collaborative project activities, and practical guides for teachers. The results of this needs analysis serve as an important foundation for the subsequent design and development stages of the product at SDN 1 Wonocoyo.
References
APJII. (2023). Survei penetrasi dan perilaku pengguna internet Indonesia 2023. Jakarta: Asosiasi Penyelenggara Jasa Internet Indonesia.
Beers, S. (2011). Teaching 21st century skills: An ASCD action tool. Alexandria, VA: ASCD.
Dista, D., et al. (2022). Increasing student learning independence through STEAM learning in elementary school. Jurnal Pendidikan Dasar Nusantara, 8(1), 45-58.
Ferianto, et al. (2024). Improving critical thinking skills and creativity through STEAM approach in elementary schools. Journal of Creative Education, 15(1), 88-102.
Handayani, S., & Istiqomah, N. (2021). Exploratory and problem-based science learning to increase responsibility and discipline in independent learning. Jurnal Inovasi Pendidikan IPA, 7(2), 156-167.
Kemdikbudristek. (2022). Kurikulum Merdeka: Panduan pengembangan profil pelajar Pancasila. Jakarta: Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi.
Kruger, J., & Dunning, D. (1999). Unskilled and unaware of it: How difficulties in recognizing one's own incompetence lead to inflated self-assessments. Journal of Personality and Social Psychology, 77(6), 1121-1134.
Kuo, Y. C., et al. (2014). Intuitive digital learning design to strengthen students' learning independence in e-learning and blended learning. Computers & Education, 78, 234-245.
Kusumastuti, D., & Nurhadi, D. (2022). Self-reflection in learning activities to develop autonomous learning capacity. Jurnal Psikologi Pendidikan, 14(1), 67-80.
Maier, S. F., & Seligman, M. E. P. (2016). Learned helplessness at fifty: Insights from neuroscience. Psychological Review, 123(4), 349-367.
Mayer, R. E. (2005). The Cambridge handbook of multimedia learning. New York, NY: Cambridge University Press.
Mayer, R. E. (2009). Multimedia learning (2nd ed.). New York, NY: Cambridge University Press.
Milara, I. S., & Cortés, A. (2024). Barriers and strengthening strategies in STEAM digitization for elementary schools. Educational Technology Research and Development, 72(1), 45-63.
Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: A methods sourcebook (3rd ed.). Thousand Oaks, CA: Sage Publications.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017-1054.
Nasution, M. K., & Surya, E. (2020). Analysis of student worksheets used in Indonesian elementary schools. Journal of Education and Learning, 14(3), 345-354.
Novitasari, D., & Winarti, A. (2019). Miskonsepsi siswa pada materi perubahan wujud benda di sekolah dasar. Jurnal Pendidikan Dasar Indonesia, 4(2), 56-64.
Nuragnia, B., et al. (2021). Challenges of STEAM digitization in elementary schools: Infrastructure, teacher training, and media development. Jurnal Cakrawala Pendidikan, 40(3), 567-580.
OECD. (2019). PISA 2018 results: What students know and can do (Vol. I). Paris: OECD Publishing.
Paris, S. G., & Winograd, P. (2003). The role of self-regulated learning in contextual teaching: Principles and practices for teacher preparation. Journal of Teacher Education, 54(3), 234-245.
Piaget, J. (1972). The psychology of the child. New York, NY: Basic Books.
Pintrich, P. R. (2004). A conceptual framework for assessing motivation and self-regulated learning in college students. Educational Psychology Review, 16(4), 385-407.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1-6.
Sari, D. P., Pusparini, D., & Damayanti, E. (2020). Digital experiments in science learning increase students' motivation and learning engagement. Jurnal Inovasi Pembelajaran Fisika, 8(2), 123-134.
Schunk, D. H., & Zimmerman, B. J. (2012). Motivation and self-regulated learning: Theory, research, and applications. New York, NY: Routledge.
Seligman, M. E. P. (1975). Helplessness: On depression, development, and death. San Francisco, CA: W. H. Freeman.
Smaldino, S. E., Lowther, D. L., & Russell, J. D. (2015). Instructional technology and media for learning (11th ed.). Boston, MA: Pearson.
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257-285.
TIMSS. (2019). TIMSS 2019 international results in science. Chestnut Hill, MA: Boston College.
Tristiana, N. E., & Rusnilawati, R. (2023). The use of STEAM-based LKPD increases students' motivation, activeness, and science learning outcomes. Jurnal Ilmiah Pendidikan Dasar, 10(1), 55-67.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Winata, A. (2021). Faktor penyebab rendahnya literasi sains siswa Indonesia berdasarkan studi TIMSS. Jurnal Pendidikan dan Kebudayaan, 6(1), 45-58.
World Bank. (2021). The promise of education in Indonesia: A country report. Washington, DC: World Bank Group.
Yakman, G. (2012). STEAM education: An overview of creating a model of integrative education. Journal of the Korean Society for the Study of STEAM Education, 5(2), 1-15.
Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory into Practice, 41(2), 64-70.
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: 18
,
PDF Downloads: 32

