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 60 Documents
Development of Interactive Video and Wordwall Evaluation Media on Pancasila in Elementary School Akbar, Ibhan; Fadhila, Laila; Amini, Raisyah
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 1 (2025): May 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

In the world of education, teachers as educators are expected to be able to utilize technology in classroom learning activities. The study aims to develop interactive learning videos and wordwall evaluation media on Pancasila SD material. This study uses R&D steps with ADDIE stages (analyze, design, development, implementation, evaluation). Data collection instruments use questionnaires and interviews. Validation through questionnaires assesses aspects of material, media and language. The results of the questionnaire distribution validation assessment by assessing aspects of material, media and language obtained an average value of the material aspect of 93⁒ with a very good category, the media aspect assessment of 91⁒ with a very good category, and the language aspect questionnaire validation assessment of 92⁒ very good category. The results of student interviews felt very helped by the learning video media and the fun wordwall evaluation media and aroused students' enthusiasm for learning. The results of the interactive learning video and wordwall evaluation media trials have met the valid, practical and feasible categories for teachers and students to implement in the learning process in the classroom.
Penerapan Teori Situasi Didaktis untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Kelas V Sekolah Dasar Simanjuntak, Millenia; Putra, Zetra Hainul; Antosa, Zariul
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 1 (2025): May 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 the application of didactic situation theory in improving the mathematical problem-solving ability of fifth grade elementary school students on the subject of comparing distance, time and speed. This study uses a quasi-experimental method with pretest and posttest which are forms of formative evaluation used to determine the progress or development of student learning. The study was conducted at SDN 136 Pekanbaru in the odd semester of the 2023/2024 school year. The results of this study indicate that there is a significant effect on students' mathematical problem-solving ability with the application of didactic situation theory in fifth grade elementary school.
Implementation of Let’s Read and Wordwall Application in Improving Elementary School Students’ Reading Literacy Desrirori, Malika; Rahayu, Novitri; Rosiana, Yurike
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 1 (2025): May 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 develop and implement the Let's Read and Wordwall applications as an innovation to improve the reading skills of elementary school students. The research method used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). During the analysis phase, students' literacy needs are identified by involving teachers and students as research subjects. Then, on the design and development stage, the Let's Read application is used to present various interactive stories, while Wordwall is used to create interesting quizzes and literacy games. The implementation stage includes face-to-face and online testing to assess the effectiveness of the application, while the evaluation is carried out by analyzing the results of the questionnaire distributed to students. The results of the study showed that the use of Let's Read and Wordwall significantly increased students' interest and reading ability. This study also provides recommendations for the application of applications in interactive learning in elementary schools.
Pengembangan Media Tangram Materi Komposisi Bangun Datar untuk Siswa Kelas IV Sekolah Dasar Cindy, Vista; Sartika, R. Rami
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 1 (2025): May 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 develop a geometry learning media in the form of Tangram on the material of flat shape composition for grade IV elementary school students. The development method used is Research and Development (R&D) with the ADDIE model. The results of the development in the form of Tangram media have been tested on 22 students of SDN 113 Pekanbaru. The results of observations and questionnaires showed that students showed enthusiasm and good abilities in using Tangram media, and gave a positive assessment of the effectiveness of the media in learning flat shape composition. This study shows that Tangram media can be effectively used in improving the understanding of geometry concepts in elementary school students.
Desain Media Pembelajaran berbasis ICT dengan Website Google Sites pada Materi Bangun Datar untuk Siswa Kelas III Sekolah Dasar Siregar, Dhea Aprilia Caroline; Amy, Nur Allysha Binti; Sari, Sindi Fatika
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education Vol. 4 No. 1 (2025): May 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 develop ICT-based learning media using Google Sites on flat geometry material for grade III elementary school students. The method used in this study is Research and Development (R&D) with the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The results of the study indicate that the developed learning media is valid, practical, and effective. Based on the results of peer assessment, this media obtained a material feasibility score of 100%, language feasibility of 91.6%, and media feasibility of 91.6%, all of which are in the very feasible category. The implementation trial to 10 students showed very good results with a feasibility score of 91%, indicating that this media is effective in improving students' understanding of the concept of flat geometry. The suggestion from this study is to increase the variety of evaluation questions, especially in educational games, and expand the implementation of this media to other schools to expand its positive impact.
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.