STEAM is an approach to education that empowers students to be curious learners who seek creative solutions to real-world problems. This research aims to apply design thinking and ethical dilemma story (EDS) prompt in STEAM learning and describe the Germane Cognitive Load (GCL) of students when they are constructing knowledge and thinking creatively. The research was conducted on biology lessons which included two basic competencies, viruses and ecosystems. This study uses mixed methods concurrent nested (embedded) approach in two science classes at a senior high school in Malang, one class uses design thinking and EDS prompt, the other class uses a direct instruction approach as a control. GCL described based on semi-structured interview. Knowledge was measured by test. Creative thinking measured from student product based on the rubric of creative thinking skills. The result show that the design thinking and EDS prompt is fun away of learning, making it easier for students to gain knowledge, and encouraging students to get more creative ideas. Student Knowledge and creative thinking become higher with design thinking proses and EDS prompt in STEAM learning.

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