Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education
type: channel
description: 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.
language: en
publication name: Indonesian Journal of Science, Technology, Engineering, Art, and Mathematics Education
issn: 2986-0954
copyright: 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.
items: Desain Media Pembelajaran berbasis ICT dengan Website Google Sites pada Materi Bangun Datar untuk Siswa Kelas III Sekolah Dasar
items: Pengembangan Media Tangram Materi Komposisi Bangun Datar untuk Siswa Kelas IV Sekolah Dasar
items: Implementation of Let’s Read and Wordwall Application in Improving Elementary School Students’ Reading Literacy
items: Penerapan Teori Situasi Didaktis untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Kelas V Sekolah Dasar
items: Development of Interactive Video and Wordwall Evaluation Media on Pancasila in Elementary School
items: Pengembangan Media Canva berbasis Video Animasi Materi Ekosistem untuk Siswa Sekolah Dasar
items: Pengembangan Media Pembelajaran Berbasis Video Animasi pada Materi Organ Gerak Hewan di Kelas V Sekolah Dasar
items: Implementasi Peta Digital dalam Pesebaran Budaya di Setiap Provinsi Indonesia
items: Pengembangan Media Berbasis PhET Simulation pada Materi Pecahan Senilai di Sekolah Dasar
items: Prospective Elementary Teachers’ Expereinces on Mini Research Projects on A Design Research Course
items: Pengembangan Inovasi Pembelajaran Menggunakan Papan Pintar Matematika Pada Materi Operasi Hitung di Sekolah Dasar
items: Pengembangan Media Pembelajaran Augmented Reality Materi Sistem Tata Surya untuk Siswa Kelas V Sekolah Dasar
items: Pengembangan Media Pembelajaran berbasis PowerPoint Interaktif pada Pelajaran IPAS Kelas V Sekolah Dasar
items: Pengembangan Media Pembelajaran Interaktif berbasis PowerPoint Materi Mitigasi Bencana Kebakaran Hutan dan Lahan
items: Desain Media Pembelajaran Interaktif berbasis Animasi pada Materi Perkembangbiakan Tumbuhan untuk Siswak Kelas IV Sekolah Dasar
items: Pengembangan Media Papan Tempel pada Materi Bagian Tumbuhan dan Fungsinya untuk Siswa Kelas IV Sekolah Dasar
items: Desain Media PowerPoint Interaktif Berbasis Animasi Materi Pancasila sebagai Nilai Kehidupan untuk Siswa Kelas IV Sekolah Dasar
items: Re-enacting Mathematics Values through Cultural Symbols
items: Pupils’ First Experiences on Learning Adding Fractions in GeoGebra Applet
items: Prospective Elementary Teachers’ Experiences in Implementing GeoGebra-based Mathematics Activities on Area of Rectangles
items: Pengembangan E-Modul dengan Pendekatan SETS untuk Meningkatkan Literasi Sains Siswa SMP/MTs pada Materi Pemanasan Global: Systematic Literature Review
items: Peningkatan Pengetahuan Tentang Garis Bilangan Melalui Permainan Loncat Garis
items: Penggunaan LMS Google Classroom pada Materi Persamaan dan Pertidaksamaan Linear Satu Variabel Kelas VII
items: Kemampuan Kompetensi Guru dan Motivasi Belajar Siswa Terhadap Peningkatan Hasil Belajar Siswa SDN 012 Lalang Kabung Kabupaten Pelalawan
items: Pengembangan Media Pembelajaran Fisika Matematika Materi Transformasi Koordinat Berbasis E-Modul
items: Pengembangan media pembelajaran berbasis PowerPoint interaktif pada materi ilmu pengetahuan alam di kelas III sekolah dasar
items: Pengukuran kemampuan literasi digital siswa sekolah dasar
items: Projek pembelajaran menggunakan teknologi pembuatan komik untuk mendukung proses pembelajaran sains kelas rendah
items: Development of puzzle learning media for equivalent fractions for fourth-grade elementary school
items: Pengembangan media pembelajaran interaktif berbantuan Microsoft PowerPoint pada materi ciri-ciri dan pertumbuhan makhluk hidup untuk siswa sekolah dasar

Desain Media Pembelajaran berbasis ICT dengan Website Google Sites pada Materi Bangun Datar untuk Siswa Kelas III Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE Model
  topic: keywords
subject: Flat Shape
  topic: keywords
subject: Learning Media
  topic: keywords
subject: Google Site
  topic: keywords
creator: Dhea Aprilia Caroline Siregar
creator: Nur Allysha Binti Amy
creator: Sindi Fatika Sari
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-30
publication date: 2025-05-30
starting page: 42
ending page: 51
doi: 10.33578/

Pengembangan Media Tangram Materi Komposisi Bangun Datar untuk Siswa Kelas IV Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE Model
  topic: keywords
subject: Flat Shape
  topic: keywords
subject: Learning Media
  topic: keywords
subject: Tangram
  topic: keywords
creator: Vista Cindy
creator: R. Rami Sartika
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-30
publication date: 2025-05-30
starting page: 33
ending page: 41
doi: 10.33578/

Implementation of Let’s Read and Wordwall Application in Improving Elementary School Students’ Reading Literacy
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE Model
  topic: keywords
subject: Let’s Read
  topic: keywords
subject: Reading Literacy
  topic: keywords
subject: Wordwall
  topic: keywords
creator: Malika Desrirori
creator: Novitri Rahayu
creator: Yurike Rosiana
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-30
publication date: 2025-05-30
starting page: 19
ending page: 32
doi: 10.33578/

Penerapan Teori Situasi Didaktis untuk Meningkatkan Kemampuan Pemecahan Masalah Matematika Siswa Kelas V Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: Learning Mathematics
  topic: keywords
subject: Problem Solving
  topic: keywords
subject: Theory of Didactical Situation
  topic: keywords
creator: Millenia Simanjuntak
creator: Zetra Hainul Putra
creator: Zariul Antosa
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-30
publication date: 2025-05-30
starting page: 13
ending page: 18
doi: 10.33578/

Development of Interactive Video and Wordwall Evaluation Media on Pancasila in Elementary School
type: item
description: 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.
subject: Articles
  topic: section
creator: Ibhan Akbar
creator: Laila Fadhila
creator: Raisyah Amini
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-30
publication date: 2025-05-30
starting page: 1
ending page: 12
doi: 10.33578/

Pengembangan Media Canva berbasis Video Animasi Materi Ekosistem untuk Siswa Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: Animated Video
  topic: keywords
subject: ADDIE Model
  topic: keywords
subject: Canva
  topic: keywords
subject: Learning Media
  topic: keywords
creator: Sonia Erika Ullyartha Purba
creator: Alvina Armelia
creator: Efri Wulandari
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2024-11-30
publication date: 2024-11-30
starting page: 81
ending page: 87
doi: 10.33578/

Pengembangan Media Pembelajaran Berbasis Video Animasi pada Materi Organ Gerak Hewan di Kelas V Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE Model
  topic: keywords
subject: Learning Method
  topic: keywords
subject: Student Interest
  topic: keywords
subject: Video Animation
  topic: keywords
creator: Risca Rahayu
creator: Rika Meliyani
creator: Firda Aisyah Putri
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2024-11-30
publication date: 2024-11-30
starting page: 67
ending page: 80
doi: 10.33578/

Implementasi Peta Digital dalam Pesebaran Budaya di Setiap Provinsi Indonesia
type: item
description: 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.
subject: Articles
  topic: section
subject: Culture
  topic: keywords
subject: Digital Map
  topic: keywords
subject: Interactive Learning
  topic: keywords
subject: Google Earth
  topic: keywords
creator: Aulia Afifa Sayyida
creator: Resty Melyana
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2024-11-30
publication date: 2024-11-30
starting page: 56
ending page: 65
doi: 10.33578/

Pengembangan Media Berbasis PhET Simulation pada Materi Pecahan Senilai di Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: Equivalent Fraction
  topic: keywords
subject: Fraction
  topic: keywords
subject: Learning Media
  topic: keywords
subject: PhET Simulation
  topic: keywords
creator: Ardini Ardini
creator: Gita Andini
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2024-11-30
publication date: 2024-11-30
starting page: 49
ending page: 56
doi: 10.33578/

Prospective Elementary Teachers’ Expereinces on Mini Research Projects on A Design Research Course
type: item
description: 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.
subject: Articles
  topic: section
subject: Design Research
  topic: keywords
subject: Mini-Research Project
  topic: keywords
subject: Prospective Elementary Teachers
  topic: keywords
creator: Zetra Hainul Putra
creator: Ayman Aljarrah
creator: Rr. Sri Kartikowati
creator: Hasnah Faizah
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 44
ending page: 48
doi: 10.33578/

Pengembangan Inovasi Pembelajaran Menggunakan Papan Pintar Matematika Pada Materi Operasi Hitung di Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Arithmetic Operation
  topic: keywords
subject: Learning Outcome
  topic: keywords
subject: Smart Mathematics Board
  topic: keywords
creator: Chelsie Asuta
creator: Tirta Nurani
creator: Winda Anika Putri
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 36
ending page: 43
doi: 10.33578/

Pengembangan Media Pembelajaran Augmented Reality Materi Sistem Tata Surya untuk Siswa Kelas V Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: Augmented Reality
  topic: keywords
subject: Digital Learning Media
  topic: keywords
subject: Learning Outcome
  topic: keywords
subject: Solar System
  topic: keywords
creator: Aldila Ulul Azmi
creator: Tasya Alinda
creator: Legia Ayu Ningtias
creator: Zetra Hainul Putra
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 27
ending page: 35
doi: 10.33578/

Pengembangan Media Pembelajaran berbasis PowerPoint Interaktif pada Pelajaran IPAS Kelas V Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Learning IPAS
  topic: keywords
subject: Learning Media
  topic: keywords
subject: Interactive PowerPoint
  topic: keywords
creator: Dede Ari Sopiandi
creator: Emelia Emelia
creator: Januarita Ulfa Silviana
creator: Putri Rahmadani Hasibuan
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 17
ending page: 26
doi: 10.33578/

Pengembangan Media Pembelajaran Interaktif berbasis PowerPoint Materi Mitigasi Bencana Kebakaran Hutan dan Lahan
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Disaster Mitigation
  topic: keywords
subject: Forest and Land Fires
  topic: keywords
subject: Learning Media
  topic: keywords
creator: Meiza Ilka Cahyani
creator: Azahria Nurfadhilah Aprilian
creator: Diffa Rahmani Putri
rights: Copyright (c) 2024 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 9
ending page: 16
doi: 10.33578/

Desain Media Pembelajaran Interaktif berbasis Animasi pada Materi Perkembangbiakan Tumbuhan untuk Siswak Kelas IV Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Interactive Learning Media
  topic: keywords
subject: Learning Outcome
  topic: keywords
subject: Learning Innovation
  topic: keywords
subject: Plant Reproduction
  topic: keywords
creator: Nadyla Nadyla
creator: Mutiara Nur Afifah
creator: Resty Andini Dwi
creator: Hendriatmi Hendriatmi
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-29
publication date: 2025-05-29
starting page: 1
ending page: 8
doi: 10.33578/

Pengembangan Media Papan Tempel pada Materi Bagian Tumbuhan dan Fungsinya untuk Siswa Kelas IV Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Learning Media Development
  topic: keywords
subject: Stick-on Board Media
  topic: keywords
subject: Plant Parts and Their Functions
  topic: keywords
creator: Danda Alfitra
creator: Diah Nur Azizah
creator: Rahmi Murniyati
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-11-13
publication date: 2023-11-13
starting page: 99
ending page: 106
doi: 10.33578/

Desain Media PowerPoint Interaktif Berbasis Animasi Materi Pancasila sebagai Nilai Kehidupan untuk Siswa Kelas IV Sekolah Dasar
type: item
description: 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.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Interactive PowerPoint Media
  topic: keywords
subject: Learning Outcome
  topic: keywords
subject: Pancasila
  topic: keywords
creator: Clara Lapebridinsi
creator: Sesmita Oktaria
creator: Syahira Nabila
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-13
publication date: 2025-05-13
starting page: 86
ending page: 98
doi: 10.33578/

Re-enacting Mathematics Values through Cultural Symbols
type: item
description: 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.
subject: Articles
  topic: section
subject: Andinkra
  topic: keywords
subject: Case Study
  topic: keywords
subject: Cultural Symbols
  topic: keywords
subject: Mathematics Values
  topic: keywords
subject: Re-enact
  topic: keywords
creator: Clement Ayarebilla Ali
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-13
publication date: 2025-05-13
starting page: 68
ending page: 85
doi: 10.33578/

Pupils’ First Experiences on Learning Adding Fractions in GeoGebra Applet
type: item
description: 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.
subject: Articles
  topic: section
subject: Addition Fractions
  topic: keywords
subject: Fractions
  topic: keywords
subject: GeoGebra
  topic: keywords
subject: Learning Mathematics
  topic: keywords
creator: Kuntum Sharfina Putri
creator: Rinda Hidayati Akhromah
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-13
publication date: 2025-05-13
starting page: 60
ending page: 67
doi: 10.33578/

Prospective Elementary Teachers’ Experiences in Implementing GeoGebra-based Mathematics Activities on Area of Rectangles
type: item
description: 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.
subject: Articles
  topic: section
subject: Elementary School
  topic: keywords
subject: GeoGebra
  topic: keywords
subject: GeoGebra-based Activity
  topic: keywords
subject: Project
  topic: keywords
subject: Rectangle Area
  topic: keywords
creator: Muhammad Fendrik
creator: Zetra Hainul Putra
creator: Erinda Putri
creator: Fatma Mutiarsih
creator: Irma Fitria
creator: Nurmadiniati Nurmadiniati
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-13
publication date: 2025-05-13
starting page: 49
ending page: 59
doi: 10.33578/

Pengembangan E-Modul dengan Pendekatan SETS untuk Meningkatkan Literasi Sains Siswa SMP/MTs pada Materi Pemanasan Global: Systematic Literature Review
type: item
description: 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.
subject: Articles
  topic: section
subject: E-Module
  topic: keywords
subject: SETS Approach
  topic: keywords
subject: Scientific Literacy
  topic: keywords
creator: Tika Nabila Sholihan
creator: Susilawati Susilawati
creator: Aldeva Ilhami
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-05-13
publication date: 2023-05-13
starting page: 34
ending page: 48
doi: 10.33578/

Peningkatan Pengetahuan Tentang Garis Bilangan Melalui Permainan Loncat Garis
type: item
description: 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.
subject: Articles
  topic: section
subject: Arithmetic Operation
  topic: keywords
subject: Number Line
  topic: keywords
creator: Agna Dewi Iranti
creator: Sri Retno Asih
creator: Zetra Hainul Putra
creator: Jesi Alexander Alim
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-05-13
publication date: 2023-05-13
starting page: 25
ending page: 33
doi: 10.33578/

Penggunaan LMS Google Classroom pada Materi Persamaan dan Pertidaksamaan Linear Satu Variabel Kelas VII
type: item
description: 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.
subject: Articles
  topic: section
subject: LMS
  topic: keywords
subject: Google Classroom
  topic: keywords
subject: PBL
  topic: keywords
creator: Riskawati Riskawati
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-05-13
publication date: 2023-05-13
starting page: 14
ending page: 24
doi: 10.33578/

Kemampuan Kompetensi Guru dan Motivasi Belajar Siswa Terhadap Peningkatan Hasil Belajar Siswa SDN 012 Lalang Kabung Kabupaten Pelalawan
type: item
description: 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).
subject: Articles
  topic: section
subject: Teacher Competence
  topic: keywords
subject: Student Motivation
  topic: keywords
subject: Student Learning Outcomes
  topic: keywords
creator: Afdhal Lestari
creator: Jesi Alexander Alim
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-05-13
publication date: 2023-05-13
starting page: 8
ending page: 13
doi: 10.33578/

Pengembangan Media Pembelajaran Fisika Matematika Materi Transformasi Koordinat Berbasis E-Modul
type: item
description: 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.
subject: Articles
  topic: section
subject: Education
  topic: keywords
subject: E-Module
  topic: keywords
subject: Flip PDF Professional
  topic: keywords
subject: Mathematics Physics
  topic: keywords
creator: Siti Rohana
creator: Astalini Astalini
creator: Darmaji Darmaji
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2023-05-13
publication date: 2023-05-13
starting page: 1
ending page: 7
doi: 10.33578/

Pengembangan media pembelajaran berbasis PowerPoint interaktif pada materi ilmu pengetahuan alam di kelas III sekolah dasar
type: item
description: The aim of this research is to develop interactive powerpoints as learning media in Natural Sciences subjects using the application of the development model according to Sukmadinata, there are three stages, namely preliminary studies, product development and product testing, where at the stages in product development apply the ADDIE learning model which stands for Analysis, Design , Development, Implementation and Evaluation, on the implementation of the process of making media or the products produced. Next, find out whether an interactive powerpoint product that has been developed is suitable for use in learning Natural Sciences and its effect on student activity and motivation. From the research conducted, the feasibility level of the media using Microsoft PowerPoint is in the feasible category.
subject: Articles
  topic: section
subject: Interactive Learning Media
  topic: keywords
subject: Microsoft PowerPoint
  topic: keywords
subject: Natural Science
  topic: keywords
creator: Lela Lestari
creator: Deffinda Teranika
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2022-11-13
publication date: 2022-11-13
starting page: 97
ending page: 109
doi: 10.33578/

Pengukuran kemampuan literasi digital siswa sekolah dasar
type: item
description: The purpose of this study was to determine and describe the digital literacy skills of elementary school students. The research was conducted using descriptive quantitative methods. The validity and reliability of the instrument were analyzed using the Rasch Model. Collecting data using interviews with 3 teachers and instruments filled in by fifth grade elementary school students. The data analysis technique is in the form of data from the measurement of students' digital literacy abilities. Data obtained from the results of student analysis of instruments that are already valid and reliable. The results showed that the research instrument used to measure students' digital literacy skills met the valid and reliable criteria and was very feasible with a validity percentage of 0.83%, and a percentage of student responses of 76.3%.
subject: Articles
  topic: section
subject: Digital Literacy
  topic: keywords
subject: Fifth-Grade Students
  topic: keywords
subject: Rasch Model
  topic: keywords
creator: Sandra Afri Meliza
creator: Neni Hermita
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2022-11-13
publication date: 2022-11-13
starting page: 92
ending page: 96
doi: 10.33578/

Projek pembelajaran menggunakan teknologi pembuatan komik untuk mendukung proses pembelajaran sains kelas rendah
type: item
description: The study aims to develop science comic to support student learning. The ADDIE model was the development model employed in this investigation. Five phase analysis, design, development, implementation, and evaluation make up the ADDIE model. The participants for this study were 8 elementary school students. The finding of this study indicated that those students could understand the contents of science topics on the developed comics. They could explain what they have learned on that comic. Besides, the students also had positive attitude towards comics as a media for learing sciences. Therefore, science comics have a great potential for students’ learning of science.
subject: Articles
  topic: section
subject: ADDIE
  topic: keywords
subject: Comic
  topic: keywords
subject: Learning Science
  topic: keywords
creator: Novita Sari
creator: Yowanda Lutfita Sari
creator: Zelvi Sepebrian Dora
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2022-11-13
publication date: 2022-11-13
starting page: 80
ending page: 91
doi: 10.33578/

Development of puzzle learning media for equivalent fractions for fourth-grade elementary school
type: item
description: The background of this research is the lack of use of mathematics learning media in elementary schools. Therefore, this study aims to develop a puzzle learning media for equivalent fractions that is valid and practical. This study used research and development (R&D) methods with the ADDIE model which consists of 5 stages: analyze, design, development, implementation, and evaluation. The puzzle developed were validated by media and materials experts. The subjects of this study were four fourth-grade elementary school students. The results showed that the validity of the media was 91.15% with a very valid category, and the validity of the material was 79.69% with a valid category. Practicality test with 4 fourth-grade students obtained a percentage of 91.68% with a very practical category. Therefore, the puzzle learning media for equivalent fractions is appropriate to be used as a medium for learning mathematics in fourth grade of elementary school.
subject: Articles
  topic: section
subject: ADDIE Model
  topic: keywords
subject: Equivalent Fractions
  topic: keywords
subject: Puzzle
  topic: keywords
subject: Research and Development
  topic: keywords
creator: Sri Teti Anggraini
creator: Zetra Hainul Putra
creator: Otang Kurniaman
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2022-11-13
publication date: 2022-11-13
starting page: 72
ending page: 79
doi: 10.33578/

Pengembangan media pembelajaran interaktif berbantuan Microsoft PowerPoint pada materi ciri-ciri dan pertumbuhan makhluk hidup untuk siswa sekolah dasar
type: item
description: This research has two objectives, namely, to develop learning media based on interactive microsoft power point for characteristics and growth of living things, and to determine whether learning media is appropriate to use interactively as a medium in learning characteristics and growth of living things in third grade of elementary school. The study used ADDIE development model consisting of 5 stages starting from analysis, design, development, implementation, and evaluation The participants for the impelemtation of the media was five third grade students from a public elementary school in Pekanbaru, Riau, Indonesia. The findings indicated that the level of feasibility of learning media using interactive microsoft power point was declared feasible based on the self evaluation by the researchers and students’ opinion. Students were interested and able to understand the material presented through an interactive display that was designed. Learning media using interactive power point has been carried out in a trial phase in increasing student motivation and enthusiasm for learning. Therefore, the interactive power point learning media developed is feasible in supporting student learning of characteristics and growth of living things and is effective in increasing student learning concentration and motivation.
subject: Articles
  topic: section
subject: Characteristics and Growth of Living Things
  topic: keywords
subject: Interactive Learning Media
  topic: keywords
subject: Microsoft PowerPoint
  topic: keywords
subject: Student Motivation
  topic: keywords
creator: Apriyus Fitra
creator: Fehmita Miranti
creator: Rahmayani Rahmayani
creator: Zetra Hainul Putra
rights: Copyright (c) 2025 https://creativecommons.org/licenses/by-nc-sa/4.0
date: 2025-05-13
publication date: 2025-05-13
starting page: 61
ending page: 71
doi: 10.33578/