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. 4 No. 2 (2025): November 2025" : 5 Documents clear
Adaptasi Teknologi Kahoot Sebagai Media Pembelajaran Matematika Sekolah Dasar Ramadani, Aisyah; Exonetri, Dede; Erlia, Tiara Putriana; Putra, Zetra Hainul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
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 focuses on helping students adapt to technology in the digital age. Learning media is continually evolving, and one notable example is the Kahoot application, which leverages existing technology. Kahoot is an interactive, game-based learning platform that actively engages students and encourages their participation in the learning process. To evaluate the effectiveness of Kahoot, the research was conducted with fourth-grade students using the ADDIE framework (Analysis, Design, Development, Implementation, Evaluation). A validator questionnaire was used to assess the application with feedback from 11 participants, who rated it as "good" and "very good". The researchers carefully analyzed the curriculum, instructional materials, and student needs in the process. The development of Kahoot quiz questions focused on Mathematics, specifically addressing stacked multiplication and small numbers. The trials involved six students organized into groups of two per team. Following the validity assessments and trials involving these students, it was concluded that the Kahoot application is indeed a suitable learning medium for educational purposes.
Pengaruh Media Tangram Berbasis Teori Didaktik Situasional Terhadap Hasil Belajar Kelas IV SD Materi Komposisi dan Dekomposisi Bangun Datar Mawaddah, Alfiani; Kamilah, Intan Putri; Wijayanti, Putri Tri; Putra, Zetra Hainul; Oktaviani, Cici
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
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 determine the effect of using tangram media based on the Situational Didactic Theory (TDS) on students’ learning outcomes in the topic of composition and decomposition of plane figures in fourth-grade elementary school. The research employed a quasi-experimental design consisting of two groups: an experimental class that used tangram media integrated with TDS and a control class that received conventional instruction. Data were collected through pre-test and post-test assessments and analyzed using normality tests, homogeneity tests, and an independent sample t-test. Findings revealed that all data were normally distributed and homogeneous, meeting the assumptions for parametric analysis. The t-test result showed a significance value of 0.006, indicating a significant difference in learning outcomes between the two groups. Students in the experimental class demonstrated higher learning gains, confirming that tangram media based on TDS effectively enhances geometric understanding. Therefore, this approach is recommended as an alternative instructional strategy for teaching mathematics in elementary schools.
Pengembangan Media Pembelajaran Virtual Reality (VR) Pada Materi Tata Surya di Kelas VI Sekolah Dasar Yuliska, Adilla; Tahyra, Jihan; Amas, Miftahul Khoiri
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
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 determine how the process of developing Virtual Reality (VR) media in learning science solar system material for grade VI elementary school students. This research method uses the Research and Development (R&D) research method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection techniques in this study were interviews and filling out questionnaires conducted with 10 students and 3 elementary school students. The result of this research is to produce a Virtual Reality (VR) development product on solar system material. The implications of using VR media not only increase student understanding, but also have the potential to change teacher teaching methods.
Membangun Fondasi Numerasi Siswa Dengan Permainan Ular Tangga Dan Kuis Matematika SD Negeri 106 Pekanbaru Riswanda, Lisa Nurfaiza; Zufriady; Witri, Gustimal; Fendrik, Muhammad
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
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

Numeracy is the ability to understand and use numbers and mathematical concepts in the context of everyday life, including explaining quantitative information and solving practical problems. To improve this ability, mathematical knowledge will be applied in real situations, one of which is by playing the Snakes and Ladders game and giving mathematics quizzes. This activity is expected to help practice numeracy skills such as recognizing numbers, counting backwards, and understanding the relationship between numbers. While playing, students can answer quizzes to continue the steps in the game. Children are stimulated to understand and apply mathematical concepts in relevant contexts and their self-confidence increases, especially in their mathematical abilities. The purpose of this article is as an effort to build and improve children's numeracy in understanding mathematical concepts from basics to formulas and solutions which will be played by all students from grades 1 to 6 at SD Negeri 106 Pekanbaru in groups. From the program that we implemented at SD 106 Pekanbaru, results were obtained in the form of mastery of mathematical questions starting from basic questions, concepts and formulas by all students.
Pengembangan Media Pembelajaran Berbasis Powerpoint Interaktif Materi Pantun Kelas IV Sulastri; Delviani, Ummi; Gusmita, Amelia
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 2 (2025): November 2025
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 interactive Powerpoint-based learning media on pantun material for elementary school students. The research method uses the systematic (ADDIE, Analysis, Design, Development, Implementation, and Evaluation) model. The development process includes needs analysis, media design, product development, implementation, and evaluation. The resulting interactive media is equipped with interesting animations, audio and quizzes, so as to increase student engagement and understanding. Product trials show that this media is effective in increasing students' motivation and interest in learning. Respondents gave positive assessments to the material, language and media aspects, with an average percentage of 100% conformity. The research results show that interactive Powerpoint media can be an innovative solution for learning rhymes that is more interesting, effective and efficient.

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