STEAM Project-Based Science Learning Design as a Strategy to Improve Digital Literacy and Student Motivation

  • Nur Lena Universitas PGRI Semarang, Indonesia | Sekolah Menengah Pertama (SMP) Negeri 2 Tirto Pekalongan, Indonesia
  • Muhammad Syaipul Hayat Universitas PGRI Semarang, Indonesia
  • Mega Novita Universitas PGRI Semarang, Indonesia
Keywords: STEAM-PjBL,, Science Learning,, Digital Literacy,, Learning Motivation,, Educational Design

Abstract

This research is motivated by the importance of STEAM-based learning in enhancing students' digital literacy and learning motivation within junior high school science education. The study aims to describe the characteristics and analyze the validity, practicality, and effectiveness of STEAM-based learning materials covering the topics of temperature, heat, and thermal expansion. Employing both quantitative and qualitative approaches, this Research and Development (R&D) study utilizes the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects included subject matter experts, media experts, science teachers, and 7th-grade students from SMP Negeri 2 Tirto. Data were collected using validation instruments, response questionnaires, implementation observations, digital literacy tests (pre-test and post-test), and learning motivation questionnaires. The data were tested for validity, reliability, normality, and homogeneity, and subsequently analyzed using descriptive qualitative methods and parametric statistics (paired sample t-test, independent sample t-test, and N-gain). The results indicate that the developed STEAM learning materials comprising teaching modules, instructional materials, and student worksheets (LKM) incorporate STEAM indicators and digital media. The materials proved highly valid, with average validity scores of 85% for teaching modules, 84% for instructional materials, and 87% for student worksheets. Practicality ratings were also very high based on teacher and student feedback: 95% for teaching modules, 92% for instructional materials, and 89% for student worksheets. Implementation of these materials effectively strengthened students' digital literacy specifically regarding critical information searching, digital collaboration, and internet ethics while simultaneously boosting learning motivation, including perseverance, tenacity, and self-confidence. In conclusion, STEAM-based learning enhances the quality of science instruction, digital literacy, and student learning motivation through an active, meaningful, and collaborative process.

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Published
2026-08-12
How to Cite
Lena, N., Muhammad Syaipul Hayat, & Mega Novita. (2026). STEAM Project-Based Science Learning Design as a Strategy to Improve Digital Literacy and Student Motivation . Berkala Ilmiah Pendidikan, 6(2), 424-430. https://doi.org/10.51214/bip.v6i2.2191