Integrating Graphic Design into Library-Based STEAM Education: A Case Study from MTsN 1 Bener Meriah toward Society 5.0

Authors

  • Nusrawati Nusrawati MTsN 1 Bener Meriah, Aceh, Indonesia

DOI:

https://doi.org/10.37249/jomess.v1i2.1285

Keywords:

Library entertainer program, STEAM Center, Graphic design, educational planning, Society 5.0

Abstract

This study aims to describe and analyze the planning of the Library Intertainer Program at MTsN 1 Bener Meriah, which adopts a graphic design–based STEAM Center concept. Employing a qualitative descriptive method, this research explores the processes of pre-action planning, implementation, observation, and reflection that constitute each cycle of program development. The participants consisted of teachers and students of MTsN 1 Bener Meriah, selected purposively based on their active involvement in STEAM Center activities.The program’s planning stage began with identifying the initial conditions of the library environment and pedagogical needs. The study emphasizes that program planning serves as a strategic framework to enhance educational quality in the Society 5.0 era through the integration of graphic design within the STEAM paradigm. This approach not only fosters creativity and innovation among students but also aligns educational practices with 21st-century competencies. The research findings contribute to a deeper understanding of how library-based STEAM initiatives can promote interactive, technology-driven, and design-oriented learning environments in secondary education.

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Published

2024-12-30