Designing Interactive Multimedia Courses Using STEAM Education
The Department of Design at the State University of Malang, Indonesia, has four study programs. Two of these are professional design study programs: the visual communication design undergraduate study program and the animation game diploma. In the curriculum of these two study programs there are interactive multimedia courses. With the number of students ranging from 750 at minimum, it is necessary to design a capable and innovative learning model for these interactive multimedia courses. STEAM education can be used as a framework to develop a lesson plan that is adaptable, benchmarked, and strongly reinforces learning standards in a unique and engaging way that improves student competence in the world of design professionals. This was descriptive research which used a procedural model development design. Borg and Gall explained that design development can be carried out through several stages, which were those used in this research, namely preliminary studies, research planning, initial product development, limited field tests, limited field test revisions, wider field test, feasibility test, revision of the results of the feasibility test, and dissemination and socialization of the final product. As a result of this research, a learning innovation was produced which combines several media and platforms, such as presentations, teaching materials, videos, mobile applications and WhatsApp. This learning innovation was implemented in the UM learning network information system (SIPEJAR) and the APK mobile application.
Keywords: STEAM education, learning network information system, mobile application
 Oerther D. Science, technology, engineering, art, and math (STEAM) diplomacy: Preliminary results from an initial pilot course. Paper presented at: Proceedings of the 2018 ASEE Annual Conference and Exposition; Jun. 23-27; Salt Lake City, USA. Available from: https://scholarsmine.mst.edu/civarc_enveng_facwork/1332
 Knochel A. An object-oriented curriculum theory for STEAM: Boundary shifters, materiality and per(form)ing 3D thinking. International Journal of Education Through Art, Volume 14, Number 1, 1 March 2018, pp. 35-48(14). https://doi.org/10.1386/eta.14.1.35_1
 Colucci-Gray L, Burnard P, Gray D, Cooke C. A critical review of STEAM (Science, technology, engineering, arts, and mathematics). 2019. Oxford University Press, United Kingdom, https://doi.org/10.1093/acrefore/9780190264093.013.398
 Lathan J. The movement towards a STEAM education in schools. University of San Diego, San Diego, CA 92110, USA; 2015. Available from: https://onlinedegrees.sandiego.edu/steam-education-in-schools/
 Psycharis S. Steam in education: A literature review on the role of computational thinking, engineering epistemology and computational science. Computational steam pedagogy (CSP). 2018. https://doi.org/10.5281/zenodo.1214565
 Borg WR, Gall JP. Educational research: An introduction. 6tℎ ed. 2003. Pearson Education, United Kingdom, Available from: https://www.pearson.com/us/higher-education/product/Gall-Educational-ResearchAn-Introduction-7th-Edition/9780321081896.html
 Pramono A, Pujiyanto P. Improved asset design for educational asynchronous games @KAR with visual concept of Malang City. KnE Social Sciences. 2019;3(10):435-443. https://doi.org/10.18502/kss.v3i10.3928
 Pramono A, Pujiyanto P, Arimbawa AR. Desain tematik game edukasi untuk peningkatan nilai kepedulian dan ketekunan pada karakter anak dengan model asinkron. JADECS ( Journal of Arts, Design, Art Education and Culture Studies). 2019;4(1). 48-55. https://doi.org/10.17977/um037v4i1p48-55
 Novica DR, Hidayat IK, Wardhana MI et al. Designing a smartphone application for religious tourism in Sukoharjo, Malang, Indonesia. KnE Social Sciences. 2021;5(6):295–302. https://doi.org/10.18502/kss.v5i6.9214
 Pramono A, Kom S, Puspasari BD, Kom S. First aid instructional media using Android platform. Paper presented at: 4th International Conference on Computer Applications and Information Processing Technology (CAIPT); 2017 Aug 8-10; Bali, Indonesia. https://doi.org/10.1109/CAIPT.2017.8320712
 Pramono A, Rahayuningtyas W, Puspasari BD, Ismail AIH. Development educational material topeng Malang with the augmented reality for supporting character. Paper presented at: ICADECS (International Conference on Art, Design, Education and Cultural Studies); 2019 Oct 11–12; Malang, Indonesia. KnE Social Sciences. 2020;4(12):631-639. https://doi.org/10.18502/kss.v4i12.7637
 Puspasari BD, Ardani HA, Stephanus P, Pramono A. E-counseling for handling the selection majors problem for senior high school students in web-based using backward chaining method. Asian Journal of Behavioural Sciences. 2019;1(1) 33-42.