Prepare Your Child To Play Vital Roles In Their Own Nation!

Jakarta, 28 August 2017

Citing website, President Joko Widodo asserts 2016 to be the year where development picks up pace. This acceleration is to take on global challenges, with AEC being one of them.

The government has initiated three breakthroughs for the momentum:

1. Speeding up infrastructure construction;

2. Preparation of productive capacity and human resources;

3. Deregulation and cutting the red tape.

Building human resources capacity, the President added, is an absolute necessity to face the global competition. It will be a shame, he says, if Indonesian can only watch from the sideline in the global economic race, in their own country.

“Indonesia must join the race and come up as the winner,” the President stressed.


Referencing the capacity of human resources, empathy and social intelligence (soft skill) must be accounted for in addition to scientific and theoretical knowledge (hard skill). Being smart in choosing educational institution is one way to produce future leaders of this nation.

An indicator that can be used to appraise an educational institution lies in the education system.

Sampoerna Academy, for example, applies American education grounded in STEAM. This system is purported to promote the students’ capacity and competitiveness.

“By introducing STEAM early, students will be accustomed to analyze a situation thoroughly before making decision,” explains Jefri Saputra, a math teacher at Sampoerna Academy, during an interview with, Tuesday (9/27/2016).

In Project-Based Learning, students are given the direction to experiment. With this method, students can apply their knowledge and skill creatively in a collaborative research. A teacher, explains Jefri, would act as a guardian, with the student playing an active role in their learning.

Ultimately, STEAM is expected to grow a student’s passion for science and technology, as early as pre-kindergarten. This is because games and gadgets frequently double as media of learning.


Tailored to education stage


One way of introducing students to STEAM is through LEGO Duplo. It is a thematic block-building game.

Themes like zoo or fire department attracts children to play and learn seamlessly.

At this stage, the focus of education is to sharpen skills and understanding of concepts. Here, students learn about various vocabularies, counting methods, colors, numbers, and shapes.

A more “serious” project at pre-school level is to make an environment that allows plants to be left unattended for a period of time without withering. For two weeks, students are guided in their experiment to create a vertical hydro garden with automatic watering system.



Gadgets are utilized to help elementary students with their English pronunciation.  Students are encouraged to listen closely how a native speaker enunciate a word from recordings in their gadget.

To that goal, the school provides a tablet containing e-book for group assignments. Students are allowed to access the online information while collaborating with their peers.

With a proper system in place, the instructors must own an international certification – from Apple or Google for instance – to teach with Apps. Therefore, parents need not to worry on how technology is utilized in their child’s learning process.


High school

In junior high, students are challenged to conduct their own research or experiment based on their creativity.

The aim is to stir the students’ curiosity and creativity. For example, a student in Grade 7 may create a bridge from ice-cream sticks. Meanwhile, Grade 8 student may use the same sticks to create casing for Bluetooth speaker.

Just with ice-cream sticks, students can deepen their understanding of mathematics and technology to measure the balance and proportion of objects, also to gauge their aptitude for arts based on what they can produce.

Afterwards, students are encouraged to create a presentation for what they have created.

“From this stage forward, it’s a test of their courage and skills to speak in front of the public,” said Jefri.

As students enter senior high school, “the challenge” gets more difficult. At this stage, they are tasked to create innovation in daily routine using principles of STEAM.

Their project must shows a social impact. Students may, for instance, be directed to create portable fan and thrash can with detection sensor.


This is an excerpt from Kompas Edukasi.
You can read the full article here.

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Tags : Student Schools