The Effect of PBL-based STEAM Approach on The Cognitive and Affective Learning Outcomesof Primary School

The purpose of this study was to discover the existence of cognitive and affective learning outcomes of students using Project Based Learning (PBL) based STEAM (Science, Technology, Engineering, Art, and Mathematics) with scientific learning with inquiry learning models. The type of research was a quasi experimental design. Data were collected by means of test analysis, observation, interviews, and documentation from all fifth grade students of primary school. Data analysis used t-test technique. To discover the effect of PBL-based STEAM approach on cognitive learning outcomes obtained from the pretest-posttest results, while affective learning outcomes were obtained through observation using the measurement data scale in the rubric.The results showed that there were significant differences between the experimental class and the control class on cognitive learning outcomes, however, there were differences in affective learning outcomes. It is expected to strengthen the results of the discussion in the long term to strengthen cognitive and affective learning outcomes.


Introduction
Education in Indonesia to improve quality human resources must have an understanding of the liberal arts and skills to develop continuously by following the global changes so that the intelligence obtained can be useful for facing competition (BSNP, 2018). Education must begin with curiosity to increase competence balanced with physical and mental skills that are in accordance with cultural backgrounds (Haryanto, 2019). Students in the 21st century must have acting skills which are one of the educational challenges, namely the ability or skills to communicate effectively with various parties. (Ridwan, Rahmawati, & Hadinugrahaningsih, 2017; Setyosari, Degeng, Praherdhiono, Sulton, & Ikhsan, 2019) The Increase of knowledge, skills, and attitudes are developed through teaching methods that are in accordance with current developments and these methods can increase talent, interest, and motivation to create innovation by expressing conceptual and practical creative ideas (Trilling & Fadel, 2009;Greenstein, 2012). In the attitudes, it is very effective in growing and developing students' moral values and also good behavior of human humans (manner) (Anam, Degeng, Murtadho, & Kuswandi, 2019).

Research Article
Vol. 12 No.6 (2021), 2390-2399 students both individually and in groups. Research conducted by students supports knowledge and skills that can be used in real life and encourages students to respect each other's skills and interests well. Research activities carried out by students can show (1) give positive results in scientific knowledge, (2) teach problem solving, (3) create ideas in the latest technology, (4) explore abstract concepts in mathematics, (5) increase artistic creativity, and (6) hone visual intelligence (Quigley, Herro, & Jamil, 2017; Rachim, 2019; Sari, Duygu, Şen, & Kirindi, 2020) STEAM is not much different from PBL, however it has different on the disciplinary content so that it can be integrated. The learning steps of STEAM integrated with the PBL model are implemented, including (1) project planning that is given by the teacher to be completed, (2) developing project plans, (3) working together by preparing schedules and teachers to monitor the students and project progress, (4) testing and assessment of results, and (5) the evaluation of experiences in the project completion process. The learning process that provides the students' freedom to submit statements and answer, be creative in expressing creative ideas can hone students' visual-spatial intelligence. (Oner, Nite, Capraro, & Capraro, 2016;Siew & Mapeala, 2016) Regarding to this research, it was conducted with the aim of knowing whether there were differences in cognitive and affective learning outcomes skills of fifth grade students through the use of STEAM with the learning commonly used by teachers, namely scientific learning with inquiry learning models. This research is expected to broaden the understanding of STEAM. Students are expected to more easily understand concepts through practice of real phenomena, so that they can improve learning outcomes, be creative, active, and be able to be kind with others, namely cooperating and being tolerant through learning activities that are undertaken. Through the increase of student learning outcomes, it will improve the quality of the school.

Research Design
The research method used was experimental research with quasi-experimental design with nonequivalent control group design. In one of the basic competencies of class V student learning in odd semesters. This research requires two research groups, so the sample in this study was taken from the entire population of class V SDN 2 Turen Indonesia, consisting of two classes with a total of 46 students or 23 students each, class V-A as an experimental class, taught using STEAM, while class V-B as the control class is taught by inquiry learning. At the beginning and at the end of the lesson, tests were conducted to discover the cognitive results. Teaching learning was carried out during 5 meetings and conducted a subjective affective assessment using a measurement data scale on a validated rubric. Validation was carried out by material experts with 2 validators in the field of science and 1 validator in the field of basic education. The questions for the test which consisted of 10 questions divided into 25 essay questions had sufficient to high validity results, so that they could be used for research. This study used descriptive and inferential analysis methods. Hypothesis testing was undertaken by t-test with the help of SPSS 26.0 for windows. Before conducting data analysis and hypothesis testing, the data obtained must be tested with assumptions first by testing the normality and homogeneity of variance, if the results were normally distributed and had a homogeneous variety, then it was proceed with the t-test.

Procedures
The procedure in this study used instruments in the form of tests and non-tests. In cognitive variables using test instruments that have been validated by educational experts, especially in the field of science and instruments used by students using a rubric calculation of observation sheets that have been developed by researchers and have been tested for validity and reliability in different groups. Not in the control class or the experimental class. Analysis of the data in this study was parametric statistics, using the t-test to refer to the criteria for differences between the experiments and the control class before and after treatment.

Results
Validated test questions were given to students before and after treatment, these questions were the same questions to discover the students' cognitive results. The pretest result data is the test result given to students to know their ability before STEAM. Posttest data are the results of tests given to students after learning in different ways. Affective data were obtained through subjective observations assisted by the teacher for 5 lessons. The following is the statistical description of the pretest-posttest learning outcomes and the affective control class and the experimental class. The results of statistical descriptions show that there is an increase in learning outcomes before and after treatment. In addition, in the control class and the experimental class, there is a higher difference in results and it can be seen from the same number of students with a higher average. On affective learning outcomes, the control class has better results than the experimental class.
In the prerequisite test, the results obtained are normally distributed and the range of values is homogeneous, so that a hypothesis can be tested. The following table summarizes the normality test, homogeneous test, and hypothesis testing of learning outcomes using the independent sample t-test.

Research Article
Vol.12 No.6 (2021), 2390-2399 Based on the above, cognitive learning outcomes after treatment and affective during learning are normally distributed with a significance value of more than 0.05, which tests the normality assumption using the Kolmogorov-Smirnov method.  Table 3 above, it is found that the significance value (p-value) of the Levene test on the comparison of cognitive (posttest) and affective learning outcomes between the control class and the experimental class is greater than 0.05, thus it can be concluded that the research information has a homogeneous range of values. The results of the Independent Sample F-Test on cognitive learning outcomes indicate that there is a significant difference because Fcount> Ftable or the significance value is smaller than the 5% of real level, while affective learning outcomes do not have a significant difference between the control class and the experimental class due to the tcount <Ftable or the significance value is greater than the 5% of real level. Regarding to these results, that STEAM can improve student cognitive to be better than inquiry learning, but it is not for students' affective.

Differences in Cognitive Learning Outcomes using STEAM and Inquiry Learning
The implementation of STEAM learning in this study was carried out in class of V Theme 6 Heat and Its Transfer. Learning encourages students' knowledge and activeness in making STEAM-based science work with curiosity so that students are more (Afriana, 2016; Prameswari, et al, 2020). In the five lessons, students made a simple thermometer, simple refrigerator, and simple air conditioner which had been preceded by questions posed by the teacher. Every learning that has been carried out proves that STEAM can develop students' skills and abilities in communication (Komarudin, 2018). Through the practice of creating concrete media (products), it indicates that the meaning and active participation of students in learning. Learning that arouses students' enthusiasm in addition to developing curiosity and it also develops the creativity, cooperation, both intellectual and psychomotor (Falentina, Lidinillah, & Mulyana, 2018). Learning that is carried out in groups, it can increase the innovation because through the same basic material but with different forms so that the students know the effect of the engineering being made. Students tend to be provided a variety of knowledge requiring memorization, while the world of work, in general, requires an individual's skills to work collaboratively or in a group and the ability to create innovative ideas. Students should be trained to have the ability to solve problems with knowledge. Learning is no longer a "Transfer of Knowledge" (Kadek Suartama et al., 2020). Corresponding to the 5M in the 2013 curriculum, learning is carried out in 6 STEAM stages, namely focus, detail, discovery, application, presentation, and link (Rachim, 2019). At the beginning of learning, students are given inspiration through the use of technology, namely videos of everyday life that link new knowledge with existing ones (Al-Tabany, 2017). Then a question and answer session is conducted, to determine the product to be made as a solution to the heat effect (ECLKC, 2020). Students are given the freedom to use various tools and materials and interact with the environment, namely in the classroom, outside the classroom, and at home (Christie, 2016;Christina & Kristin, 2016). Through the products that have been made, students train their creativity through an illustration as decoration. In addition, in the learning process, besides the guidance of teacher, students are also guided by student worksheets that can support learning outcomes (Haifaturrahmah, Hidayatullah, Maryani, & Nurmiwati, 2020). After completing the students' results were presented and tested to discover the impact of the results of different models and product sizes (mathematics). In contrast to the implementation of inquiry learning, even though the learning material delivered is the same in almost the same way, namely students find themselves the material that is taught by doing questions and answers, conveying ideas, and conducting experiments. However, the learning of student is not supported by video media (technology) which makes it easier for students to go through problems in real life. In the implementation of the experiment, students are limited to the guidelines that have been given by the teacher, so that students are not free to be creative. In addition, students are merely limited to those in the class. Dealing with the result, it found that there were differences in cognitive learning outcomes between groups of students who used STEAM and groups of students who used inquiry learning. This was proven by the t-count value of 4.780 with a significance value of 0.000. Because the value of t-count> t-table, from db = 44 or the significance value was smaller than the real level of 5%.

Differences in Affective Learning Outcomes using STEAM with Inquiry Learning
Learning implements affective values in the form of activeness, cooperation, and tolerance. The learning delivered by the teacher begins with a problem by giving students the freedom to express their ideas actively and freely but still focus on the learning material besides that the teacher must also take into account the allocation of time appropriately. It does not merely

Research Article
Vol. 12 No.6 (2021), 2390-2399 accept the simple or general examples, but students get new things that have not been known from examples of life around them. The development of students' curiosity, it encourages the competence of students' knowledge by critically conveying their ideas both from discussions and presentations. Learning encourages students' skills in making STEAM-based science works with curiosity so that students are more likely to be interactive (Afriana, 2016;Prameswari, et al, 2020). STEAM gives students the opportunity to understand science through everyday life by creating projects that support activity, collaboration and tolerance. Students do not merely pay attention and listen to teachers, friends, and videos, but students can ask questions, convey ideas classically or in groups, complete projects freely, thus, students are more active and more involved in learning which can increase deep understanding, increase collaboration, and students feel happy and confident because socialization among students and help each other in project to achieve a better learning outcome (Fitriah et al., 2018;Pratiwi et al., 2018;Kanza et al., 2020). This is in accordance with the research of Meidayanti et al., (2019) that students' self-confidence can increase in doing something or self-efficacy. In this case each student has different characteristics which requires the learner's full attention and shade (Armadani, Ardhana, Degeng, & Effendi, 2017). However, the affective of students using STEAM was lower than using inquiry learning. In inquiry learning in the control class, it emphasizes students to find and understand the material independently. Students are led to have a high curiosity to actively find out through experiments provided by the teacher and attempt to find through events systematically, critically, logically, and analytically (Junaidi, Duling, & Wiyogo, 2020).

Conclusion
There was no difference in affective learning outcomes between groups of students who used STEAM and groups of students who use inquiry learning. This was evidenced by the acquisition of a t-count value of 0.789 with a significance value was 0.434. It is expected that learning will often be carried out by allocating appropriate time so that learning objectives can be achieved properly. The development of technology media and projects that are being carried out, it can be developed. In addition, it gives the freedoom for students to be creative without depending on teachers' guidelines. In addition, it can prove that STEAM does not only improve the cognitive but also affective.

Suggestions
It is expected that learning will often be carried out by allocating appropriate time so that learning objectives can be achieved properly. The development of technology media and projects that are being carried out, it can be developed. In addition, it gives the freedoom for students to be creative without depending on teachers' guidelines. In addition, it can prove that STEAM does not only improve the cognitive but also affective.

Limitations
The limitations of The Effect of STEAM Strategy on The Cognitive and Affective Learning Outcomes of Primary School are: 1. The learning tools developed are only focused on the theme of heat and its transfer, the sub-themes of temperature and heat are integrated into six subjects, including (a) Science, (b) Indonesian, (c) PPKn, (d) Social Studies, ( e) SBdP, (f) Mathematics 2. In every lesson, six subjects are not always carried out, but only two to three subjects can be integrated according to the theme.
3. There are only two lessons that make STEAM products, namely in lesson 2 making a simple thermometer and learning 5 making simple air conditioners, while in other lessons only doing a practicum. 4. The validity test of learning tools is carried out by three material expert validators consisting of two lecturers in the science field and one elementary school lecturer.