Hasnaa' Aanisah
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Validitas dan Kepraktisan Digital Storybook Berbasis STEAM untuk Meningkatkan Kemampuan Pemahaman Matematis Peserta Didik Hasnaa' Aanisah; Juariah; Riva Lesta Ariany
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 4 (2026): November (In Press)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i4.2960

Abstract

This study aimed to describe the validity and practicality of a Science, Technology, Engineering, Art, and Mathematics (STEAM)-based digital storybook for teaching statistics to seventh-grade junior high school students. This study employed a Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The validity of the media was assessed by two subject matter experts and two media experts, while its practicality was evaluated through student response questionnaires administered in a small-scale trial involving five students and a large-scale trial involving thirty-five students. The data were analyzed using descriptive statistics in the form of percentages. The results showed that the digital storybook achieved a validity score of 97% from the subject matter experts and 94% from the media experts, both categorized as highly valid. In addition, the practicality test yielded scores of 83% in the small-scale trial and 88% in the large-scale trial, both categorized as highly practical. Therefore, the STEAM-based digital storybook meets the validity and practicality criteria and is suitable for use as a mathematics learning medium for statistics.