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Abstract
Integrasi STEAM (Science, Technology, Engineering, Art, Mathematic) yang berakar pada konteks lokal (indigenous) merupakan salah satu instrumen penting dalam membekali mahasiswa dengan pengalaman kerja nyata yang menguatkan kapasitas global dalam Program magang internasional mahasiswa, Tujuan penelitian ini adalah (1) menganalisis kebutuhan pengguna untuk landasan mengembangkan platform web magang interaktif berbasis Indigenous-STEAM dan (2) mengetahui tingkat validitas prototype awal platform berdasarkan penilaian ahli. Desain penelitian ini berupa deskriptif kualitatif dengan desain User Centered Design pada fase analisis kebutuhan dalam kerangka R n D model ADDIE. Pengumpulan data menggunakan angket kebutuhan pengguna yang divalidasi ahli materi dan media. Jumlah sampel angket adalah 9 mahasiswa magang. Analisis data dilakukan secara deskriptif kuantitatif sederhana untuk mengkonversi skor validasi. Hasil analisis menunjukkan kebutuhan pengguna, yaitu 1) 83,3 % tertarik pada program magang yang mengintegrasikan STEAM berkearifan lokal; 2) 100 % kebutuhan fungsional platform pada fitur pencarian berdasarkan bidang ilmu, 2) 66,7% menginginkan kebutuhan konten materi tentang komunitas dan kearifan lokal serta bahasa yang digunakan kombinasi dengan fitur terjemahan(33,3%) dan berbahasa inggris sebagai penguat global (33,3%). Validasi ahli terhadap aspek materi protoype platform menunjukkan skor 4.05 (kategori”valid”), dan 4,2 (kategori”valid”) terhadap aspek media. Kontribusi penelitian ini berupa penyediaan empiris awal mengenai kebutuhan spesifik pengguna platform magang integratif Indigenous -STEAM, melalui teknologi platform digital yang praktis sebagai penguat kapasitas global mahasiswa. Saran penelitian adalah supaya platform magang Indigenous STEAM yang dikembangkan mampu menghubungkan peserta magang dengan komunitas lokal sehingga mampu menciptakan solusi yang relevan bagi masyarakat. Penelitian ini berpotensi mengembangkan kemampuan berpikir kritis, kolaboratif dan kreatif mahasiswa melalui proyek nyata STEAM dengan berakar budaya setempat
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