Resumo

This study was motivated by the low level of creativity among elementary school students in mathematics learning, which is still largely dominated by conventional methods and rote memorization. The aim of this study was to develop digital mathematics teaching materials based on the STEAM approach (Science, Technology, Engineering, Arts, and Mathematics) to enhance students' creativity. This study employed a Research and Development (R&D) design using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The analysis stage was conducted through classroom observations and interviews to identify learning needs. The developed product was validated by education experts, subject-matter experts, and STEAM experts, and was subsequently tested for practicality by teachers and students, as well as for effectiveness through the implementation of STEAM-based digital mathematics teaching materials at Lab School SD Unismuh Makassar. The results of the needs analysis indicated a demand for more interactive learning strategies and media that could help students understand concepts visually and contextually. The design of STEAM-based digital mathematics teaching materials in elementary schools is not only oriented toward academic outcomes, but also toward shaping students' character, creativity, and 21st-century skills. The evaluation results from the three validators (education expert, subject-matter expert, and STEAM expert) showed an average score of 3.28 or 85.56%, which falls into the very valid category. The practicality test involving teachers and students yielded an average score of 3.3 or 82.5%, which falls within the interval of 70% ≤ P < 85% and is categorized as practical. This indicates that the teaching materials were considered easy to use, clear, and relevant to students' learning needs. The implementation results showed a significant improvement. The analysis demonstrated that STEAM-based digital mathematics teaching materials contributed to an increase in students' creativity. Descriptively, the mean creativity score increased from 2,799 (pretest) to 3,399 (posttest). This improvement was also supported by a class N-gain score of 0.500 (moderate category), indicating a meaningful improvement in learning from an educational perspective. Furthermore, the paired-sample difference test revealed a significant difference between the pretest and posttest results (Sig. 2-tailed = 0.002 < 0.05), confirming that the use of STEAM-based digital teaching materials had a significant effect on improving students' creativity.

Dados da obra

Tipo
Artigo
Periódico
Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, v. 14, n. 2, p. 843-860
Editora
Universitas Pendidikan Mandalika (UNDIKMA)
Ano
2026 (2026-04-30)
Idioma
en
Palavras-chave
Teaching Materials; Digital Mathematics; STEAM; Creativity; STEAM education; digital teaching materials; mathematics learning; student creativity; elementary school students; ADDIE model; instructional materials development; 21st century skills
DOI
10.33394/j-ps.v14i2.18609
ISSN
2338-4530, 2540-7899
Licença
cc-by
Acesso
Download disponível
Fontes
DOAJ — Directory of Open Access Journals; OpenAlex
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
MUTMAINNAH, Mutmainnah et al.. Developing STEAM-Based Digital Mathematics Teaching Materials to Enhance Creativity. Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, v. 14, n. 2, p. 843-860, 2026. DOI: https://doi.org/10.33394/j-ps.v14i2.18609.

APA

Mutmainnah, M., Saleh, S. F., Abdullah, A. H., Jumrah, J., Nurwanda, N., & Ahmadhani, A. (2026). Developing STEAM-Based Digital Mathematics Teaching Materials to Enhance Creativity. Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram, 14(2), 843-860. https://doi.org/10.33394/j-ps.v14i2.18609

BibTeX
@article{mutmainnah2026,
  author = {Mutmainnah, Mutmainnah and Saleh, Sitti Fithriani and Abdullah, Abdul Halim and Jumrah, Jumrah and Nurwanda, Nurwanda and Ahmadhani, Ahmadhani},
  title = {Developing STEAM-Based Digital Mathematics Teaching Materials to Enhance Creativity},
  year = {2026},
  journal = {Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram},
  volume = {14},
  number = {2},
  pages = {843-860},
  publisher = {Universitas Pendidikan Mandalika (UNDIKMA)},
  doi = {10.33394/j-ps.v14i2.18609},
  language = {en}
}
RIS
TY  - JOUR
AU  - Mutmainnah, Mutmainnah
AU  - Saleh, Sitti Fithriani
AU  - Abdullah, Abdul Halim
AU  - Jumrah, Jumrah
AU  - Nurwanda, Nurwanda
AU  - Ahmadhani, Ahmadhani
TI  - Developing STEAM-Based Digital Mathematics Teaching Materials to Enhance Creativity
PY  - 2026
JO  - Prisma Sains: Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram
VL  - 14
IS  - 2
SP  - 843
EP  - 860
DO  - 10.33394/j-ps.v14i2.18609
LA  - en
ER  - 

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