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. 3 No. 1 (2024): May 2024" : 5 Documents clear
Desain Media Pembelajaran Interaktif berbasis Animasi pada Materi Perkembangbiakan Tumbuhan untuk Siswak Kelas IV Sekolah Dasar Nadyla, Nadyla; Afifah, Mutiara Nur; Dwi, Resty Andini; Hendriatmi, Hendriatmi
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 1 (2024): May 2024
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 explain the learning process by using interactive learning media, and also to improve the quality of student learning outcomes after using interactive learning media on Plant Breeding material for fourth grade students. The method used in this research is face-to-face using interactive learning media carried out in two cycles, where each cycle consists of planning, implementation, observation and reflection stages. The population in this study is all fourth-grade students, totaling five students. The results in this research before the action of displaying interactive learning media was carried out, student learning outcomes were 54.5; then after taking action in cycle I, student learning outcomes increased to 70 and in cycle II the results were a significant increase in student learning outcomes to 81. The conclusion in this research is that learning strategies using interactive learning media can improve student learning outcomes.
Pengembangan Media Pembelajaran Interaktif berbasis PowerPoint Materi Mitigasi Bencana Kebakaran Hutan dan Lahan Cahyani, Meiza Ilka; Aprilian, Azahria Nurfadhilah; Putri, Diffa Rahmani
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 1 (2024): May 2024
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

Forest and land fires often occur, especially in peat areas such as in Riau province. It is necessary to build students' knowledge of the importance of forest and land fire disaster mitigation. Therefore, this study aims to develop interactive learning media based on PowePoint on forest and land fire disaster mitigation material. The research method uses a research and development approach with the ADDIE model. The products resulting from this development were tested with elementary school students. The results of this study indicate that interactive media based on PowerPoint on forest and land fire disaster mitigation material is very appropriate for use in learning in elementary schools.
Pengembangan Media Pembelajaran berbasis PowerPoint Interaktif pada Pelajaran IPAS Kelas V Sekolah Dasar Sopiandi, Dede Ari; Emelia, Emelia; Silviana, Januarita Ulfa; Hasibuan, Putri Rahmadani
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 1 (2024): May 2024
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 is a research and development ( R&D) study which aims to develop an interactive Powerpoint-based science learning media with a focus on food webs and food chains in class V elementary schools. This research uses the ADDIE development model which consists of 5 stages, namely : Analyze, Design, Development, Implementation, and Evaluation. Data collection uses a validation questionnaire. The Interactive Powerpoint trial was carried out on 10 fifth grade elementary school students. Based on the data obtained from the results of the Interactive Powerpoint media trial, researchers obtained the results, namely first, 8 students said they had never learned using Interactive Powerpoint media, while 2 students said they had learned using Interactive Powerpoint media. Second, all 10 students said that the Interactive Powerpoint media was fun and not boring, so they were very enthusiastic and happy when learning using Interactive Powerpoint media. Third, 10 students said that this Interactive Powerpoint media helped them understand the subject matter and increased their interest in learning.
Pengembangan Media Pembelajaran Augmented Reality Materi Sistem Tata Surya untuk Siswa Kelas V Sekolah Dasar Azmi, Aldila Ulul; Alinda, Tasya; Ningtias, Legia Ayu; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 1 (2024): May 2024
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

Learning media is a tool used by teachers to convey information. As time goes by, learning media also develops. One effort to increase student learning motivation is to utilize Augmented Reality applications in developing learning media. In the current digital era, teachers are required to have high quality in order to become inspiring educators. The purpose of this research is to analyze the need for using Augmented Reality application technology for students, determine the design for developing science learning media on solar system material using Augmented Reality applications, and determine the effectiveness of science learning media based on Augmented Reality applications. The type of research used is Research and Development (R&D) with the development model used being the ADD development model using the ADDIE development model. Technological advances have enabled the introduction of technology-based learning media. The Augmented Reality application is a technology- based learning media that is safe for children. This application can be used as a medium for recognizing objects without having to bring the child to the object, simply by scanning the flashcard the object will look like it is real.
Pengembangan Inovasi Pembelajaran Menggunakan Papan Pintar Matematika Pada Materi Operasi Hitung di Sekolah Dasar Asuta, Chelsie; Nurani, Tirta; Putri, Winda Anika
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 1 (2024): May 2024
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

Smart mathematics board is a technological innovation that combines the traditional concept of learning mathematics with elements of advanced technology. This smart board is designed to improve interaction between teachers and students, as well as facilitate active and enjoyable learning of mathematics. This study aims to develop a smart math board on the material of number arithmetic operations. The research method uses research and development with the ADDIE model. The subjects of this study were 3 elementary school students. The results of this study indicate that learning innovation using a smart board can improve students' motivation and learning outcomes of number arithmetic operations.

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