Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education
Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education (IJSTEAME) [e-ISSN: 2986-0954] is a peer review journal focusing on research in elementary education. IJSTEAME focuses on the pedagogical, methodological, and didactical aspects of teaching and learning science, technology, engineering, Art, and Mathematics. IJSTEAME showcases innovative ideas and significant developments in STEAM teaching and learning in all educational research. The journal is open to a variety of research approaches and focuses, especially related to science, technology, engineering, art, and mathematics education. Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education (IJSTEAME) prioritizes high-quality articles that extend beyond local or national relevance. IJSTEAME publishes twice a year, May and November. IJSTEAME is published by Master of Elementary Education Study Program, Faculty of Teacher Training and Education, Universitas Riau Pekanbaru, Indonesia.
Licence Copyright @2017. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/) which permits unrestricted non-commercial used, distribution and reproduction in any medium This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Pengembangan Media Pembelajaran Berbasis Powerpoint Interaktif Materi Pantun Kelas IV
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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Membangun Fondasi Numerasi Siswa Dengan Permainan Ular Tangga Dan Kuis Matematika SD Negeri 106 Pekanbaru
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 Virtual Reality (VR) Pada Materi Tata Surya di Kelas VI Sekolah Dasar
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.
Pengaruh Media Tangram Berbasis Teori Didaktik Situasional Terhadap Hasil Belajar Kelas IV SD Materi Komposisi dan Dekomposisi Bangun Datar
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.
Adaptasi Teknologi Kahoot Sebagai Media Pembelajaran Matematika Sekolah Dasar
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.
Desain Media Pembelajaran berbasis ICT dengan Website Google Sites pada Materi Bangun Datar untuk Siswa Kelas III Sekolah Dasar
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.
Pengembangan Media Tangram Materi Komposisi Bangun Datar untuk Siswa Kelas IV Sekolah Dasar
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.
Implementation of Let’s Read and Wordwall Application in Improving Elementary School Students’ Reading Literacy
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.
Penerapan Teori Situasi Didaktis untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Kelas V Sekolah Dasar
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.
Development of Interactive Video and Wordwall Evaluation Media on Pancasila in Elementary School
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.
Pengembangan Media Canva berbasis Video Animasi Materi Ekosistem untuk Siswa Sekolah Dasar
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.
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Pengembangan Media Pembelajaran Berbasis Video Animasi pada Materi Organ Gerak Hewan di Kelas V Sekolah Dasar
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.
Implementasi Peta Digital dalam Pesebaran Budaya di Setiap Provinsi Indonesia
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 Berbasis PhET Simulation pada Materi Pecahan Senilai di Sekolah Dasar
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.
Prospective Elementary Teachers’ Expereinces on Mini Research Projects on A Design Research Course
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 Inovasi Pembelajaran Menggunakan Papan Pintar Matematika Pada Materi Operasi Hitung di Sekolah Dasar
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.
Pengembangan Media Pembelajaran Augmented Reality Materi Sistem Tata Surya untuk Siswa Kelas V Sekolah Dasar
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 Media Pembelajaran berbasis PowerPoint Interaktif pada Pelajaran IPAS Kelas V Sekolah Dasar
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 Interaktif berbasis PowerPoint Materi Mitigasi Bencana Kebakaran Hutan dan Lahan
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.
Desain Media Pembelajaran Interaktif berbasis Animasi pada Materi Perkembangbiakan Tumbuhan untuk Siswak Kelas IV Sekolah Dasar
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 Papan Tempel pada Materi Bagian Tumbuhan dan Fungsinya untuk Siswa Kelas IV Sekolah Dasar
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.
Desain Media PowerPoint Interaktif Berbasis Animasi Materi Pancasila sebagai Nilai Kehidupan untuk Siswa Kelas IV Sekolah Dasar
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.
Re-enacting Mathematics Values through Cultural Symbols
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.
Pupils’ First Experiences on Learning Adding Fractions in GeoGebra Applet
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.
Prospective Elementary Teachers’ Experiences in Implementing GeoGebra-based Mathematics Activities on Area of Rectangles
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.
Pengembangan E-Modul dengan Pendekatan SETS untuk Meningkatkan Literasi Sains Siswa SMP/MTs pada Materi Pemanasan Global: Systematic Literature Review
This research was conducted in order to analyze literature related to the development of E-Modules with the SETS approach to increase students' scientific literacy. The purpose of this research is to select articles that are feasible for analysis related to the development of E-Modules with the SETS approach to increase students' scientific literacy. The benefit of this research is to facilitate researchers in obtaining proper literature to be analyzed related to the title of the research to be conducted by researchers. The method of this study is using the Systematic Literature Review (SLR) method, which is a method that has steps consisting of identification, screening, eligibility and inclusion. The conclusion of this study is the systematic literature review (SLR) method which aims to facilitate researchers in conducting research whose research results are based on the results of literature analysis that have been selected in stages through several systematic procedures. Based on the results of the systematic literature review (SLR) method that has been carried out by researchers, 21 literatures are feasible for analysis. The results of the systematic literature review (SLR) method that has been carried out to select some literature, the total amount of literature that is issued or not feasible for analysis is 1,597 literature.
Peningkatan Pengetahuan Tentang Garis Bilangan Melalui Permainan Loncat Garis
There are some students who are still low in understanding students' mathematical concepts in the subject matter of integer addition operations in mathematics. The purpose of this study was to analyze how students' understanding of concepts in mathematics about the arithmetic operation of addition of integers using the media of a number line. The results of the research show that the use of number line media in learning the addition of integers significantly improves understanding of the concept student math. This media assists students in visualizing the process of adding integers and understanding positive-negative concepts and their relationship to the number line. In addition, the use of number line media also provides benefits in improving students' mathematical computing skills, such as understanding addition operations, pattern recognition, and determining sum results.
Penggunaan LMS Google Classroom pada Materi Persamaan dan Pertidaksamaan Linear Satu Variabel Kelas VII
To support educational goals and facilitate the learning process, a media is needed so that it can achieve learning goals. The purpose of this study was to find out the use of LMS google classroom on material linear equations and inequalities for one class VII variable. The approach used in this research is descriptive qualitative research. In the implementation of the LMS using the Problem Based Learning learning model. Subjects between 10 class VII students (control) in class and 10 students VII (experimental) in a Google classroom at the UPTD school of SMP Negeri 1 Kalabahi. Judging from the results of the N-Gain score of 10 students in class VII (control) in the N-Gain class the score was 0.35141122 at the Criterion level of "Medium" N-Gain level. While the results of the percentage of the N-Gain score, namely 35.14112204, are in the "Less Effective" N-Gain Effectiveness Interpretation Category and the N-Gain results of 10 students VII (experimental) in the Google classroom, namely 0.664, are in the "Medium" N-Gain level Criteria. While the results of the percentage of N-Gain score, namely 66.4, are in the "Quite Effective" N-Gain Effectiveness Interpretation Category.
Kemampuan Kompetensi Guru dan Motivasi Belajar Siswa Terhadap Peningkatan Hasil Belajar Siswa SDN 012 Lalang Kabung Kabupaten Pelalawan
This study aims to analyze the influence of teacher competence, motivation and student learning outcomes at SDN 012 Lalang Kabung, Pelalawan Regency. This study uses a quantitative approach using path analysis. Data collection techniques are questionnaires and documentation. The data analysis technique used is explanatory survey analysis. The sample in this study were 20 grade VI elementary school students. The results of this study indicate that there is a positive and significant influence between teacher competence on student learning outcomes as a whole, there is a positive and significant influence between student learning motivation on student learning outcomes as a whole. So it was concluded that indirectly motivation through job satisfaction has a significant effect on teacher performance (H3 Accepted). Meanwhile, the indirect effect of teacher competence on learning outcomes is the multiplication of the beta value (learning motivation on learning outcomes) and the beta value (job satisfaction on teacher performance), namely 0.565 x 0.979 = 0.553. Based on the calculation above, it is known that the direct effect is 0.565 and the indirect effect is 0.979. So it means that the indirect influence is greater than the direct influence. So it is concluded that indirectly the work environment has a significant effect on teacher performance (H4 Rejected).
Pengembangan Media Pembelajaran Fisika Matematika Materi Transformasi Koordinat Berbasis E-Modul
Learning physics mathematics is one of the subjects in the physics education study program at the University of Jambi. Based on the results of the questionnaire, students' needs regarding learning mathematics and physics are considered difficult to understand the material taught by lecturers. This is due to the less varied teaching materials and the books used are only sourced from the book Mathematical Methods in Physics written by Mary L. Boas with a thickness of 839 pages consisting of 15 chapters with the language used in English. This is why this research was conducted with the aim of being able to help students with problems when learning mathematics and physics, especially in the material of coordinate transformation using e-modules created using Flip PDF Professional software. The method used is a mixed method with an explanatory design where quantitative data in the form of questionnaire results are strengthened by qualitative data in the form of interviews. Based on the research results, the existence of e-modules can be an alternative in learning that can be used by lecturers and students who are used for independent study with a flexible design that can be used.