Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)

Analysis of the Need to Develop an Integrated Eco-STEAM Deep Learning Model Based on Edutainment to Improve Computational Thinking in Elementary School Students

Authors
Melva Zainil1, Ary Kiswanto Kenedi2, *, Nurfarhanah3, Syafri Ahmad1, Asna Mardin4
1Primary School Teacher of Education Department, Faculty of Education, Universitas Negeri Padang, Padang, Indonesia
2Primary School Teacher of Education Department, Faculty of Teacher Training and Education, Universitas Samudra, Langsa, Indonesia
3Guidance and Counseling Department, Faculty of Education, Universitas Negeri Padang, Padang, Indonesia
4SDN 19 Paninjauan, Department of Education and Culture, Tanah Datar Regency, Sumatra, Indonesia
*Corresponding author. Email: arykenedi@unsam.ac.id
Corresponding Author
Ary Kiswanto Kenedi
Available Online 23 April 2026.
DOI
10.2991/978-2-38476-567-6_12How to use a DOI?
Keywords
STEAM; Deep Learning; Computational thinking
Abstract

This study aims to analyze the need for developing a deep learning model based on the Eco-STEAM approach integrated with edutainment media to improve elementary school students’ computational thinking (CT) skills in mathematics learning. The research was conducted in six public elementary schools in West Sumatra Province using an exploratory descriptive approach with a mixed-methods design. The sample consisted of 30 teachers and 180 students selected through purposive and proportional random sampling, based on criteria such as teaching experience, digital readiness, and diverse social backgrounds. Data were collected through closed and open questionnaires, semi-structured interviews, and document analysis. The results showed that 70% of teachers reported understanding the concept of CT, but only 30% had implemented it in practice. Furthermore, only 40% could identify CT subcomponents such as algorithms, decomposition, and pattern recognition. Major barriers included limited technological facilities (90%), time constraints in curriculum delivery (80%), and a lack of training on CT and deep learning (73.3%). Regarding learning needs, 100% of teachers highlighted the importance of integrating environmental literacy (Eco-STEAM), 93.3% requested interactive edutainment-based media, and 86.7% emphasized adaptive learning features. From the student side, 88.9% were more motivated when the material was linked to real-life environmental contexts, and 83.3% enjoyed learning through games and contextual projects. These findings reveal a strong need for innovative, contextual, and engaging learning models that align with the infrastructure limitations of Indonesian elementary schools. A model that integrates Eco-STEAM, edutainment media, and deep learning principles has the potential to effectively enhance students’ computational thinking skills in line with 21st-century educational demands.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
23 April 2026
ISBN
978-2-38476-567-6
ISSN
2352-5398
DOI
10.2991/978-2-38476-567-6_12How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Melva Zainil
AU  - Ary Kiswanto Kenedi
AU  - Nurfarhanah
AU  - Syafri Ahmad
AU  - Asna Mardin
PY  - 2026
DA  - 2026/04/23
TI  - Analysis of the Need to Develop an Integrated Eco-STEAM Deep Learning Model Based on Edutainment to Improve Computational Thinking in Elementary School Students
BT  - Proceedings of the 3rd International Conference on Environmental Learning and Educational Technologies (3rd ICELET 2025)
PB  - Atlantis Press
SP  - 94
EP  - 100
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-567-6_12
DO  - 10.2991/978-2-38476-567-6_12
ID  - Zainil2026
ER  -