Implementation of STEAM–SDG 7 Learning to Enhance Vocational Students’ Creativity in the Era of Green Economy
- DOI
- 10.2991/978-2-38476-543-0_36How to use a DOI?
- Keywords
- Creativity; Effectiveness; Green Economy; Practicality; STEAM; SDG 7; Validity
- Abstract
The transition toward a green economy requires vocational education systems to adapt to new paradigms emphasizing creativity, energy literacy, and sustainability awareness. This study aims to develop and implement Science, Technology, Engineering, Arts, and Mathematics (STEAM)-based learning integrated with Sustainable Development Goal (SDG) 7: Affordable and Clean Energy, to enhance students’ creativity in vocational high schools. The research employed the ADDIE development model involving 30 students and five teachers as expert validators. Data were collected through expert validation sheets, classroom observations, pretests–posttests, and reflective interviews, then analyzed using descriptive quantitative and qualitative methods, including N-Gain analysis to measure improvement in creative thinking skills. The results indicate that the developed learning package achieved a very high validity (93.4%) and high practicality (92.8%), making it feasible for classroom implementation. The N-Gain value of 0.69 demonstrates a moderate-to-high improvement in students’ creative thinking, particularly in fluency (90%), elaboration (86.7%), and emotional reflection (96.7%). The implementation of the Smart House for a Sustainable Future project facilitated the integration of renewable energy concepts, energy efficiency, and simple IoT-based technologies, fostering innovative and sustainability-oriented ideas. These findings suggest that contextual STEAM–SDG 7 project-based learning can serve as a strategic approach to develop vocational students’ creativity and readiness for green economy education.
- 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 - Idha Budiati AU - Siti Patonah AU - Muhammad Syaipul Hayat PY - 2026 DA - 2026/02/26 TI - Implementation of STEAM–SDG 7 Learning to Enhance Vocational Students’ Creativity in the Era of Green Economy BT - Proceedings of the 8th International Conference on Education and Social Science Research (ICESRE 2025) PB - Atlantis Press SP - 440 EP - 447 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-543-0_36 DO - 10.2991/978-2-38476-543-0_36 ID - Budiati2026 ER -