Project Based Learning Framework with STEAM Methodology Assessed Based on Self-Efficacy: Does It Affect Creative Thinking Skills and Learning Achievement in Studying Fundamental Computers?

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Title: Project Based Learning Framework with STEAM Methodology Assessed Based on Self-Efficacy: Does It Affect Creative Thinking Skills and Learning Achievement in Studying Fundamental Computers?
Language: English
Authors: Anak Agung Gde Ekayana (ORCID 0000-0002-8638-5591), Ni Nyoman Parwati (ORCID 0000-0001-8464-7538), Ketut Agustini (ORCID 0000-0003-2896-2984), I Gede Ratnaya (ORCID 0000-0002-8185-2947)
Source: Journal of Technology and Science Education. 2025 15(1):107-128.
Availability: Journal of Technology and Science Education. ESEIAAT, Department of Projectes d'Enginyeria c/Colom 11, 08222 Terrassa, Spain. e-mail: info@jotse.org; e-mail: info@omniascience.com; Web site: http://www.jotse.org/index.php/jotse
Peer Reviewed: Y
Page Count: 22
Publication Date: 2025
Document Type: Journal Articles
Reports - Research
Descriptors: Student Projects, Active Learning, STEM Education, Art Education, Self Efficacy, Creative Thinking, Thinking Skills, Academic Achievement, Computer Science Education, Creativity Tests
ISSN: 2014-5349
2013-6374
Abstract: Students must grasp creative thinking as a crucial 21st-century talent to enhance learning achievement. Empirical research indicates that pupils' creative thinking skills and learning achievements require enhancement and attention. This study examines the impact of a project-based learning framework with STEAM methodology and self-efficacy levels on creative thinking abilities and learning achievement in primary computer education, focusing on computer architecture. A quasi-experimental pre-test-post-test non-equivalent control group design was utilised to develop the research design. One hundred students were enrolled, of which 50 were divided into the experimental and control groups. Research data was collected using questionnaires and test devices. Student self-efficacy was assessed using a 44-item questionnaire, creative thinking skills were evaluated with a 10-question essay test, and student learning achievement was measured using a multiple-choice test. Data analysis entails the application of descriptive and inferential statistics, specifically using MANCOVA. Research indicates that implementing the project-based learning framework with STEAM methodology is effective in enhancing students' creative thinking abilities and academic performance. Research shows that self-efficacy affects creative thinking skills and learning achievement differently. A p-value of less than 0.05 denotes this. The project-based learning framework with STEAM methodology has been proven to help enhance creative thinking abilities and academic achievement through simultaneous and partial testing. This strategy is indicated for enhancing creative thinking skills and improving learning achievement.
Abstractor: As Provided
Entry Date: 2025
Accession Number: EJ1470611
Database: ERIC
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  Data: Project Based Learning Framework with STEAM Methodology Assessed Based on Self-Efficacy: Does It Affect Creative Thinking Skills and Learning Achievement in Studying Fundamental Computers?
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  Data: <searchLink fieldCode="AR" term="%22Anak+Agung+Gde+Ekayana%22">Anak Agung Gde Ekayana</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8638-5591">0000-0002-8638-5591</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ni+Nyoman+Parwati%22">Ni Nyoman Parwati</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-8464-7538">0000-0001-8464-7538</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ketut+Agustini%22">Ketut Agustini</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2896-2984">0000-0003-2896-2984</externalLink>)<br /><searchLink fieldCode="AR" term="%22I+Gede+Ratnaya%22">I Gede Ratnaya</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-8185-2947">0000-0002-8185-2947</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Journal+of+Technology+and+Science+Education%22"><i>Journal of Technology and Science Education</i></searchLink>. 2025 15(1):107-128.
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  Data: Journal of Technology and Science Education. ESEIAAT, Department of Projectes d'Enginyeria c/Colom 11, 08222 Terrassa, Spain. e-mail: info@jotse.org; e-mail: info@omniascience.com; Web site: http://www.jotse.org/index.php/jotse
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  Data: 22
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  Data: <searchLink fieldCode="DE" term="%22Student+Projects%22">Student Projects</searchLink><br /><searchLink fieldCode="DE" term="%22Active+Learning%22">Active Learning</searchLink><br /><searchLink fieldCode="DE" term="%22STEM+Education%22">STEM Education</searchLink><br /><searchLink fieldCode="DE" term="%22Art+Education%22">Art Education</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Efficacy%22">Self Efficacy</searchLink><br /><searchLink fieldCode="DE" term="%22Creative+Thinking%22">Creative Thinking</searchLink><br /><searchLink fieldCode="DE" term="%22Thinking+Skills%22">Thinking Skills</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity+Tests%22">Creativity Tests</searchLink>
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  Data: Students must grasp creative thinking as a crucial 21st-century talent to enhance learning achievement. Empirical research indicates that pupils' creative thinking skills and learning achievements require enhancement and attention. This study examines the impact of a project-based learning framework with STEAM methodology and self-efficacy levels on creative thinking abilities and learning achievement in primary computer education, focusing on computer architecture. A quasi-experimental pre-test-post-test non-equivalent control group design was utilised to develop the research design. One hundred students were enrolled, of which 50 were divided into the experimental and control groups. Research data was collected using questionnaires and test devices. Student self-efficacy was assessed using a 44-item questionnaire, creative thinking skills were evaluated with a 10-question essay test, and student learning achievement was measured using a multiple-choice test. Data analysis entails the application of descriptive and inferential statistics, specifically using MANCOVA. Research indicates that implementing the project-based learning framework with STEAM methodology is effective in enhancing students' creative thinking abilities and academic performance. Research shows that self-efficacy affects creative thinking skills and learning achievement differently. A p-value of less than 0.05 denotes this. The project-based learning framework with STEAM methodology has been proven to help enhance creative thinking abilities and academic achievement through simultaneous and partial testing. This strategy is indicated for enhancing creative thinking skills and improving learning achievement.
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      – Text: English
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        PageCount: 22
        StartPage: 107
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      – SubjectFull: Student Projects
        Type: general
      – SubjectFull: Active Learning
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      – SubjectFull: STEM Education
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      – SubjectFull: Art Education
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      – SubjectFull: Self Efficacy
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      – SubjectFull: Creative Thinking
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      – SubjectFull: Thinking Skills
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      – SubjectFull: Academic Achievement
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      – SubjectFull: Computer Science Education
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      – SubjectFull: Creativity Tests
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      – TitleFull: Project Based Learning Framework with STEAM Methodology Assessed Based on Self-Efficacy: Does It Affect Creative Thinking Skills and Learning Achievement in Studying Fundamental Computers?
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