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Enhancing Student Engagement and Creativity through STEAM-Based Fine Arts Learning: A Qualitative Case Study in Indonesia

Ari Kurniawati*State University of PadangDaryusti DaryustiState University of Padang
Lectura : Jurnal Pendidikan (Sinta 3)Vol. 17 No. 1 (2026)13 Februari 2026hal. 182-195
DOI10.31849/1wn9vp13

Abstrak

Fine Arts education utilizing the STEAM (Science, Technology, Engineering, Arts, and Mathematics) approach serves as a vital bridge between creative expression and logical reasoning in the modern curriculum. This study aims to describe the implementation of STEAM-based learning in Fine Arts education to facilitate students’ creativity and learning engagement by integrating artistic imagination with scientific exploration. Employing a descriptive qualitative method, the research involved 72 ninth-grade students at Sekolah Menengah Pertama (SMP) Negeri 3 Minas, distributed across three classes, with data collected through intensive classroom observations, documentation of construction processes, and group interviews. During the learning phase, students were challenged to design bridge sketches and realize them by constructing miniature models using Popsicle sticks, which were subsequently tested for structural durability and load-bearing capacity. The findings indicate that student creativity was significantly reflected in the diversity of sketch designs, innovative structural choices, and unique construction solutions devised when facing physical constraints. Furthermore, learning engagement was highly evident through active participation, enthusiasm during group discussions, and persistent effort in completing complex projects. Student collaboration was also clearly identified through effective role distribution and collective decision-making throughout the design and testing stages. This study concludes that STEAM-based Fine Arts learning creates meaningful educational experiences by contextually connecting artistic processes with scientific reasoning, ultimately fostering not only aesthetic skills but also critical thinking and teamwork essential for interdisciplinary competency.

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Enhancing Student Engagement and Creativity through STEAM-Based Fine Arts Learning: A Qualitative Case Study in Indonesia | Lectura : Jurnal Pendidikan | Publiora