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. 2 No. 2 (2023): November 2023" : 5 Documents clear
Prospective Elementary Teachers’ Experiences in Implementing GeoGebra-based Mathematics Activities on Area of Rectangles Fendrik, Muhammad; Putra, Zetra Hainul; Putri, Erinda; Mutiarsih, Fatma; Fitria, Irma; Nurmadiniati, Nurmadiniati
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 2 No. 2 (2023): 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 study aims to analyze the implementation of GeoGebra-based mathematics learning as software that can assist elementary school students in understanding the concept of the rectangle area. This research was conducted by giving a GeoGebra-based activity project to a group of prospective primary school teachers from the primary school teacher education study program from a public university in the province of Riau, Indonesia. They are involved in designing and asking students' responses to the implementation of GeoGebra-based mathematics learning on finding the rectangle area. The findings revealed that students have positive views and experiences in utilizing the use of this GeoGebra software in learning mathematics. However, some students have challenges operating the GeoGebra applet due to a lack of experience in using electronic devices. As for the operation, students should use this software more often so that they are more accustomed to knowing the features available in the GeoGebra software.
Pupils’ First Experiences on Learning Adding Fractions in GeoGebra Applet Putri, Kuntum Sharfina; Akhromah, Rinda Hidayati; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 2 No. 2 (2023): 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

GeoGebra is dynamic mathematics software that is utilized as an alternate learning media for studying Mathematics in the contemporary technology development period. Learning using GeoGebra can help students increase their knowledge of ideas and develop their mathematical thinking abilities. In this project, we apply a design research technique to create and test a GeoGebra exercise. The design study approach begins with the creation of GeoGebra-based activities on fraction addition by re-editing an existing GeoGebra design on the GeoGebra website and then testing it with five primary school students. Following the activity, we conducted interviews with students to determine the level of their comprehension of the idea of adding fractions. According to the findings of this study, pupils began to grasp and comprehend adding fractions since they could directly view how the fractions formed. However, some students continue to struggle with computer use owing to a lack of prior expertise.
Re-enacting Mathematics Values through Cultural Symbols Ali, Clement Ayarebilla
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 2 No. 2 (2023): 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

More attention and concentration are paid to cognitive and psychomotor than affective learning of mathematics. The problem may have arisen from the symbolic nature of mathematics values which makes it difficult to understand. Another loophole could have popped up from teachers’ perceptions that mathematics values have little relationship with cultural symbols in the classroom, as well as in affective values. In this study, the researcher explored five prominent mathematics values of respect’, ‘commitment to excellence’, ‘truth and integrity’, ‘teamwork’, and ‘equity’ through cultural symbols, called ‘Adinkra’. With a case study design involving ten student teachers, the researcher assembled over 60 Adinkra symbols. The student-teachers then selected and matched at least five of the symbols that fall into each of the five values and analyzed their values. In five separate tables, the results showed that ‘respect’ ranked highest, and was closely followed by ‘commitment to excellence’, and ‘truth and integrity’. The least values were ‘teamwork’ and ‘equity’. Having given this culturally responsive pedagogy, it was recommended that many more cultural symbols should be explored to equip teachers and students to apply mathematics values for life-long learning.
Desain Media PowerPoint Interaktif Berbasis Animasi Materi Pancasila sebagai Nilai Kehidupan untuk Siswa Kelas IV Sekolah Dasar Lapebridinsi, Clara; Oktaria, Sesmita; Nabila, Syahira
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 2 No. 2 (2023): 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 was motivated by the low student learning outcomes. This is because some teachers consider this learning media to be less important, and still use conventional learning media. This research aims to describe the development of interactive PowerPoint media based on animation on Pancasila regarding elementary school student learning outcomes. The research model used was the ADDIE model which consists of analysis, design, development, implementation, and evaluation. The media was tested in a small group of students and the results show that the use of interactive PowerPoint media can improve student learning outcomes in teaching and learning activities, help eliminate boredom, and motivate student learning.
Pengembangan Media Papan Tempel pada Materi Bagian Tumbuhan dan Fungsinya untuk Siswa Kelas IV Sekolah Dasar Alfitra, Danda; Azizah, Diah Nur; Murniyati, Rahmi
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 2 No. 2 (2023): 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 aims to develop learning media in the form of a sticky board called a sticky board for plant parts and their functions. This research aims to find out how the development process works and see student responses. This research is development research that adapts the ADDIE model developed by Lee and Owen. There are 5 main stages in this research consisting of: Analysis, Design, Development, Implementation and Evaluation. Product validation is carried out by a team of media experts and a team of material experts. After being validated, this multimedia was then tested on a small group of 5 class students. The results of the media expert validation analysis received a percentage of 94.44%. It is recommended that the sticky board media is very suitable for use as a learning medium in learning material about plant parts and their functions. Students can understand the parts of plants by linking the functions of class 4 elementary school to simple sentences in class I elementary school.

Page 1 of 1 | Total Record : 5