cover
Contact Name
Zetra Hainul Putra
Contact Email
zetra.hainul.putra@lecturer.unri.ac.id
Phone
+6282228346240
Journal Mail Official
ijsteame@ejournal.unri.ac.id
Editorial Address
Gedung Pascasarjana FKIP Universitas Riau Jl. Binawidya, Km. 12.5. Simpangbaru, Kec. Tampan, Pekanbaru, Riau, 28293
Location
Kota pekanbaru,
Riau
INDONESIA
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education
Published by Universitas Riau
ISSN : -     EISSN : 29860954     DOI : https://doi.org/10.31258/ijsteame
Core Subject : Education,
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education (IJSTEAME) is an international peer-reviewed journal interested in any aspect related to STEAM Education. IJSTEAME invites researchers, lecturers/teacher educators, university students (Master and Doctoral), and teachers who want to publish their research reports or literature review articles. IJSTEAME receives manuscripts on all aspects that have international relevance. This Journal invites original empirical research, theoretical or methodological contributions, literature reviews, meta-analyses, comparative or historical studies on the topics related to STEAM Education such as Teaching and Learning STEAM in early education, primary, high school and university levels Teaching and Learning Science and Mathematics Technology in Education Theory and Practice in learning and teaching STEAM
Articles 5 Documents
Search results for , issue "Vol. 1 No. 2 (2022): November 2023" : 5 Documents clear
Pengembangan media pembelajaran interaktif berbantuan Microsoft PowerPoint pada materi ciri-ciri dan pertumbuhan makhluk hidup untuk siswa sekolah dasar Fitra, Apriyus; Miranti, Fehmita; Rahmayani, Rahmayani; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 1 No. 2 (2022): November 2023
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

This research has two objectives, namely, to develop learning media based on interactive microsoft power point for characteristics and growth of living things, and to determine whether learning media is appropriate to use interactively as a medium in learning characteristics and growth of living things in third grade of elementary school. The study used ADDIE development model consisting of 5 stages starting from analysis, design, development, implementation, and evaluation The participants for the impelemtation of the media was five third grade students from a public elementary school in Pekanbaru, Riau, Indonesia. The findings indicated that the level of feasibility of learning media using interactive microsoft power point was declared feasible based on the self evaluation by the researchers and students’ opinion. Students were interested and able to understand the material presented through an interactive display that was designed. Learning media using interactive power point has been carried out in a trial phase in increasing student motivation and enthusiasm for learning. Therefore, the interactive power point learning media developed is feasible in supporting student learning of characteristics and growth of living things and is effective in increasing student learning concentration and motivation.
Development of puzzle learning media for equivalent fractions for fourth-grade elementary school Anggraini, Sri Teti; Putra, Zetra Hainul; Kurniaman, Otang
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 1 No. 2 (2022): November 2023
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The background of this research is the lack of use of mathematics learning media in elementary schools. Therefore, this study aims to develop a puzzle learning media for equivalent fractions that is valid and practical. This study used research and development (R&D) methods with the ADDIE model which consists of 5 stages: analyze, design, development, implementation, and evaluation. The puzzle developed were validated by media and materials experts. The subjects of this study were four fourth-grade elementary school students. The results showed that the validity of the media was 91.15% with a very valid category, and the validity of the material was 79.69% with a valid category. Practicality test with 4 fourth-grade students obtained a percentage of 91.68% with a very practical category. Therefore, the puzzle learning media for equivalent fractions is appropriate to be used as a medium for learning mathematics in fourth grade of elementary school.
Projek pembelajaran menggunakan teknologi pembuatan komik untuk mendukung proses pembelajaran sains kelas rendah Sari, Novita; Sari, Yowanda Lutfita; Dora, Zelvi Sepebrian; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 1 No. 2 (2022): November 2023
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The study aims to develop science comic to support student learning. The ADDIE model was the development model employed in this investigation. Five phase analysis, design, development, implementation, and evaluation make up the ADDIE model. The participants for this study were 8 elementary school students. The finding of this study indicated that those students could understand the contents of science topics on the developed comics. They could explain what they have learned on that comic. Besides, the students also had positive attitude towards comics as a media for learing sciences. Therefore, science comics have a great potential for students’ learning of science.
Pengukuran kemampuan literasi digital siswa sekolah dasar Meliza, Sandra Afri; Hermita, Neni; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 1 No. 2 (2022): November 2023
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The purpose of this study was to determine and describe the digital literacy skills of elementary school students. The research was conducted using descriptive quantitative methods. The validity and reliability of the instrument were analyzed using the Rasch Model. Collecting data using interviews with 3 teachers and instruments filled in by fifth grade elementary school students. The data analysis technique is in the form of data from the measurement of students' digital literacy abilities. Data obtained from the results of student analysis of instruments that are already valid and reliable. The results showed that the research instrument used to measure students' digital literacy skills met the valid and reliable criteria and was very feasible with a validity percentage of 0.83%, and a percentage of student responses of 76.3%.
Pengembangan media pembelajaran berbasis PowerPoint interaktif pada materi ilmu pengetahuan alam di kelas III sekolah dasar Lestari, Lela; Teranika, Deffinda; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 1 No. 2 (2022): November 2023
Publisher : Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/

Abstract

The aim of this research is to develop interactive powerpoints as learning media in Natural Sciences subjects using the application of the development model according to Sukmadinata, there are three stages, namely preliminary studies, product development and product testing, where at the stages in product development apply the ADDIE learning model which stands for Analysis, Design , Development, Implementation and Evaluation, on the implementation of the process of making media or the products produced. Next, find out whether an interactive powerpoint product that has been developed is suitable for use in learning Natural Sciences and its effect on student activity and motivation. From the research conducted, the feasibility level of the media using Microsoft PowerPoint is in the feasible category.

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