Evaluation of the Implementation of the Project-Based Learning Model with a STEAM Approach in Graphic Arts Education
Abstract
Purpose of the study: This study aims to evaluate the implementation of a STEAM-based Project-Based Learning (PjBL) model in graphic arts education, focusing on its impact on student learning outcomes, including creativity, technical skills, and collaboration.
Methodology: The study used qualitative descriptive research with data collection through observation and documentation. The subjects were 20 third-semester students in fine arts and design, divided into 5 groups. Data analysis involved coding, categorizing, and summarizing results.
Main Findings: The evaluation revealed varying levels of integration of STEAM concepts across groups. While most students demonstrated satisfactory creativity in technology use and teamwork, Group 5 showed the most creative use of technology. All groups applied mathematics and science at a basic level, indicating room for deeper integration of these disciplines.
Novelty/Originality of this study: This study fills the gap in research by specifically focusing on the integration of STEAM-PjBL in graphic arts education. It provides evidence of the model’s effectiveness in a creative field, offering valuable insights for educators on improving interdisciplinary learning in graphic design.
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Copyright (c) 2025 Musfir Rizal Pratama, Haeriani H, Mohamad Riyandi Badu (Author)

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