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The Development of a STEAM-Based Smart Math Application for Interactive and Enjoyable Mathematics Learning in the Digital Era

1 MAN 1 Soppeng Sulawesi Selatan
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Abstract

Purpose of the study: This study aims to develop the STEAM-based Smart Math App as an innovative, interactive, and enjoyable mathematics learning tool to enhance students' motivation and learning outcomes in the digital era.

Methodology: The study used the 4D development model (Define, Design, Develop, Disseminate) to create and validate the application. The software Flip PDF Professional was used to develop the app, and it was tested on 32 students of class XI.2 at MAN 1 Soppeng. The study also involved expert validation for content and media aspects.


Main Findings: The pretest score averaged 61.25 (low), while the posttest score increased to 83.16 (high). Students' responses to the app were highly positive, with an average score of 3.45. The application significantly improved student engagement and learning outcomes.


Novelty/Originality of this study: The STEAM-based Smart Math App integrates multimedia and interactive elements for mathematics learning, offering a fresh approach to overcoming traditional learning challenges. This study contributes to the advancement of educational technology, improving mathematics learning by integrating STEAM principles for a more engaging and effective learning experience

Keywords: Smart Math Application Interactive Learning Digital learning STEAM-based applications Mathematics learning media

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