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 55 Documents
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.
Prospective Elementary Teachers’ Expereinces on Mini Research Projects on A Design Research Course Putra, Zetra Hainul; Aljarrah, Ayman; Kartikowati, Rr. Sri; Faizah, Hasnah
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 2 (2024): November 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

Design research is an emerging research method in mathematics education, but it has a potential to be applied in elementary education. To support prospective elementary teachers’ competences in designing learning instruction for elementary schools, we develop a design research course in the elementary teacher education study program in the University of Riau, Pekanbaru, Indonesia. The course has been delivered to prospective elementary teachers since 2023 by the first author. The course consists of lectures about various educational design research approach and mini research projects on designing a learning instruction for a specific topic for elementary school students after the mid-term exam. We examine prospective elementary teachers’ experiences on the mini research projects to evaluate effectiveness of the design research course. The results of this study could be used to develop the design research course for the future.
Pengembangan Media Berbasis PhET Simulation pada Materi Pecahan Senilai di Sekolah Dasar Ardini, Ardini; Andini, Gita
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 2 (2024): November 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 study aims to develop instructional learning based on PhET simulation to improve students' understanding of equivalent fractions in mathematics. This study uses the research and development method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects of the PhET simulation-based instructional learning design trial were 6 fourth grade elementary school students. The results of the study showed that the use of PhET simulation-based media can increase students' interest in learning, clarify the concept of fractions, and motivate them to be more active in learning. The simulation provided is able to provide concrete visualization so that students can more easily understand the relationship between fractional parts.
Implementasi Peta Digital dalam Pesebaran Budaya di Setiap Provinsi Indonesia Sayyida, Aulia Afifa; Melyana, Resty
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 2 (2024): November 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 study aims to develop and validate learning media in the form of a Google Earth-based digital map that illustrates the distribution of culture in each province in Indonesia. This media is designed to support interactive learning in the Pancasila and Citizenship Education (PPKn) subject at the elementary school level. Media development follows the ADDIE model which consists of the stages of analysis, design, development, implementation, and evaluation. Validation is carried out through a questionnaire that assesses three main aspects, namely material, media, and language. A total of 14 students were involved as validators, with an average validation score of 90% for the material aspect, 89% for the media aspect, and 90% for the language aspect, all of which are in the "very good" category. Media implementation was limited to six students, all of whom stated that learning using Digital Maps was more interesting than conventional methods. This media has proven effective in increasing learning motivation, understanding of the material, and student involvement.
Pengembangan Media Pembelajaran Berbasis Video Animasi pada Materi Organ Gerak Hewan di Kelas V Sekolah Dasar Rahayu, Risca; Meliyani, Rika; Putri, Firda Aisyah
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 2 (2024): November 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

The problem of this research is the lack of interesting and effective learning methods for elementary school students, especially to understand the material of motion organs in animals. The purpose of the research is to develop animation-based learning videos using the Canva application to increase students' interest and subject knowledge. The method used in this research is Research and Development (R&D) with the ADDIE model which includes student needs analysis, media design, material development, implementation and evaluation. The animated video was tested by students for feedback before being widely used, to ensure its effectiveness in learning. The results showed that the animation-based learning video developed effectively increased the interest and knowledge of animal movement of grade 5 students. The trial with six students resulted in positive feedback on all aspects of material, media, and language. achieved a score of 100%, displaying a more interesting and fun lesson. The conclusion of this study is that the use of animated videos in teaching can increase students' interest and understanding. The implications of this study show that the use of animation-based learning media can improve students' engagement and comprehension in primary school. Teachers are advised to incorporate animated videos into their teaching methods to create a more engaging learning experience.
Pengembangan Media Canva berbasis Video Animasi Materi Ekosistem untuk Siswa Sekolah Dasar Purba, Sonia Erika Ullyartha; Armelia, Alvina; Wulandari, Efri
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 3 No. 2 (2024): November 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 study aims to develop Canva media based on animated video of ecosystem material for elementary school students. The research method used is research and development with the ADDIE model (analyse, Design, Develop, Implement, and Evaluate). The design developed was tested on a limited basis with students at an elementary school in Pekanbaru. The results of this study indicate that the media used can increase the motivation, interest and learning outcomes of elementary school students. The implication of this study is that teachers need to teach innovatively, namely by using animated video media.