Developing STEAM-Based Digital Mathematics Teaching Materials to Enhance Creativity

Authors

  • Mutmainnah Mutmainnah Universitas Muhammadiyah Makassar
  • Sitti Fitriani Saleh Universitas Muhammadiyah Makassar
  • Abdul Halim Abdullah Universiti Teknologi Malaysia
  • Jumrah Jumrah Universitas Muhammadiyah Makassar
  • Nurwanda Nurwanda Universitas Muhammadiyah Makassar
  • Ahmadhani Ahmadhani Muhammadiyah University of Makassar

DOI:

https://doi.org/10.33394/j-ps.v14i2.18609

Keywords:

Teaching Materials, Digital Mathematics, STEAM, Creativity

Abstract

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.

References

Aguayo, C., Videla, R., López-Cortés, F., Rossel, S., & Ibacache, C. (2023). Ethical enactivism for smart and inclusive STEAM learning design. Heliyon, 9(9), e19205.https://doi.org/10.1016/j.heliyon.2023.e19205

Alkhatatneh, S. (2024). Mathematics Teachers' Perceptions of the Steam Approach: Science, Technology, Engineering, Arts, and Mathematics and Their Relationship with Several Variables. Journal of Curriculum and Teaching, 13(4), 71.https://doi.org/10.5430/jct.v13n4p71

Ayu Dessy Sugiharni, G. (2018). Testing the Validity of Interactive Learning Media Content Oriented to the Creative Problem Solving Model. Journal of Educational Research and Development, 2(2), 88–95.

Basilotta-Gómez-Pablos, V., Matarranz, M., Casado-Aranda, L.A., & Otto, A. (2022). Teachers' digital competencies in higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 19(1).https://doi.org/10.1186/s41239-021-00312-8

Bedewy, S. E., & Lavicza, Z. (2023). STEAM + X - Extending the transdisciplinary of STEAM-based educational approaches: A theoretical contribution. Thinking Skills and Creativity, 48, 101299.https://doi.org/10.1016/j.tsc.2023.101299

Cahyono, AN, Masrukan, M., Albar, WF, Lavicza, Z., & Burnard, P. (2025). Creativity in Designing Virtual STEAM Tasks with Artificial Intelligence Mathematical Dance. SN Computer Science, 6(2).https://doi.org/10.1007/s42979-024-03632-4

Cheng, L., Wang, M., Chen, Y., Niu, W., Hong, M., & Zhu, Y. (2022). Design My Music Instrument: A Project-Based Science, Technology, Engineering, Arts, and Mathematics Program on the Development of Creativity. Frontiers in Psychology, 12.https://doi.org/10.3389/fpsyg.2021.763948

Chernikova, O., Heitzmann, N., Fink, M. C., Timothy, V., Seidel, T., & Fischer, F. (2019). Facilitating Diagnostic Competences in Higher Education—a Meta-Analysis in Medical and Teacher Education. Educational Psychology Review, 32(1), 157–196.https://doi.org/10.1007/s10648-019-09492-2

Cheung, A.K. (2024). Teacher STEAM Education Supported by Professional Learning Communities: A Meaningful Practice of Teacher Professional Development. Science Insights Educational Frontiers, 20(1), 3117–3119.https://doi.org/10.15354/sief.24.co249

Cirneanu, A.-L., & Moldoveanu, C.-E. (2024). Use of Digital Technology in Integrated Mathematics Education. Applied Systems Innovation, 7(4), 66.https://doi.org/10.3390/asi7040066

El-Demerdash, M., & Essonnier, N. (2025). Design Principles of Digital Resources to Foster Creative Mathematical Thinking Affordances: The Case of “Math for Biology” Resource. مجلة تربويات الرياضيات, 28(6), 336–364.https://doi.org/10.21608/armin.2025.455530

Estaiteyeh, M., & DeCoito, I. (2024). Technology-Enhanced Differentiated Instruction in STEM Education: Teacher Candidates' Development and Curation of Learning Resources. Contemporary Issues in Technology and Teacher Education, 24(3).https://doi.org/10.70725/799249unduds

Fiangga, S., Palupi, ELW, Hidayat, D., Prihartiwi, NR, & Siswono, TYE (2021). Development of digital learning resources for realistic mathematics education in supporting virtual learning during covid-19. Journal of Physics: Conference Series, 1747(1), 012027.https://doi.org/10.1088/1742-6596/1747/1/012027

Filipe, J., Baptista, M., & Conceição, T. (2024). Integrated STEAM Education for Students' Creativity Development. Education Sciences, 14(6), 676.https://doi.org/10.3390/educsci14060676

Francisco-Ignacio, R.-D., Guerra-Antequera, J., Gonzáles-Pérez, A., Pedrera-Rodríguez, M.I., & Gonzáles-Fernández, A. (2022). Digital teaching competence: a literature review [Competencia digital docente: una revisionón de la literature]. Texto Livre, 15, 1–15.https://doi.org/10.17605/OSF.IO/P5KTG

García Fuentes, O., Raposo Rivas, M., & Martínez Figueira, M.E. (2023). El enfoque educativo STEAM: una revisionón de la literature. Revista Complutense de Educación, 34(1), 191–202.https://doi.org/10.5209/rced.77261

Haas, B., Lavicza, Z., Houghton, T., & Kreis, Y. (2023). Can you create? Visualizing and modeling real-world mathematics with technologies in STEAM educational settings. Current Opinion in Behavioral Sciences, 52, 101297.https://doi.org/10.1016/j.cobeha.2023.101297

Han, H., Ok, B., & Choi, H. (2024). A study on the competency of pre-service teachers to develop mathematics-centered STEAM instructional materials. Korean School Mathematics Society, 27(4), 559–584.https://doi.org/10.30807/ksms.2024.27.4.004

Heshinta, L., Sutama, Hidayati, YM, & Widyasari, C. (2025). The use of STEAM-oriented digital media to improve students' mathematical creative thinking skills. AIP Conference Proceedings, 3333, 020054.https://doi.org/10.1063/5.0291249

Hsu, T.-C., Chang, Y.-S., Chen, M.-S., Tsai, I.-F., & Yu, C.-Y. (2022). A validity and reliability study of the formative model for the indicators of STEAM education creations. Education and Information Technologies, 28(7), 8855–8878.https://doi.org/10.1007/s10639-022-11412-x

Huang, X. (2024). Development and application of STEAM curriculum assisted by hybrid teaching mode. Educational Studies, 51(5), 973–1000.https://doi.org/10.1080/03055698.2024.2371093

Ibragimova, M. (2024). The role of STEAM-education in teaching mathematics in primary school. Modern Methods and Innovation Technologies in Education: Present Status, Important Questions and Challenges, 208–210.https://doi.org/10.61587/mmit.tiue.uz.v1i1.132

Jin, Z., Bai, Y., Song, W., Yu, Q., & Yue, X. (2024). EduCodeVR: VR for programming teaching through simulated farm and traffic. The Visual Computer, 41(7), 4931–4955.https://doi.org/10.1007/s00371-024-03699-3

Kangas, K., Sormunen, K., & Korhonen, T. (2022). Creative Learning with Technologies in Young Students' STEAM Education. In Lecture Notes in Educational Technology (pp. 157–179). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-0568-1_9

Kartikaningtyas, NE, Subanti, S., Usodo, B., & Nurhasanah, F. (2025). The Implementation of the Steam Approach with Indonesia's Local Culture in Mathematics Learning: A Systematic Literature Review. Mathline: Journal of Mathematics and Mathematics Education, 10(3), 817–832.https://doi.org/10.31943/mathline.v10i3.960

Koyunkaya, MY, & Dede, AT (2024). Using different digital tools in designing and solving mathematical modeling problems. Education and Information Technologies, 29(14), 19035–19065.https://doi.org/10.1007/s10639-024-12577-3

Kynigos, C., Essonnier, N., & Trgalova, J. (2020). Social Creativity in the Education Sector: The Case of Collaborative Design of Digital Resources in Mathematics. Creativity Research Journal, 32(1), 17–29.https://doi.org/10.1080/10400419.2020.1712166

Lavicza, Z., Weinhandl, R., Prodromou, T., Anđić, B., Lieban, D., Hohenwarter, M., Fenyvesi, K., Brownell, C., & Diego-Mantecón, J.M. (2022). Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments. Sustainability, 14(12), 7237.https://doi.org/10.3390/su14127237

Li, J. (2024). Effective Strategies for Interdisciplinary Integration in STEAM Curriculum Design. Transactions on Social Science, Education and Humanities Research, 8, 99–105.https://doi.org/10.62051/gvesha87

Li, Z. (2024). Reflections of STEAM Education Concept on Art and Design Education in the Context of Digitalization. Educational Reform and Development, 6(3), 176–184.https://doi.org/10.26689/erd.v6i3.6637

Liston, M., Morrin, A. M., Furlong, T., & Griffin, L. (2022). Integrating Data Science and the Internet of Things Into Science, Technology, Engineering, Arts, and Mathematics Education Through the Use of New and Emerging Technologies. Frontiers in Education, 7.https://doi.org/10.3389/feduc.2022.757866

Litvin, A., & Fleaca, E. (2024). Education for the development of STEAM skills from the perspective of current challenges in the context of EU accession. Competitiveness and Sustainable Development, 172–177.https://doi.org/10.52326/csd2024.26

London, E. (2022). Changing students' attitudes toward mathematics through creative steam projects designed and executed by them (smart program). Acta Didactica Napocensia, 15(2), 269–277.https://doi.org/10.24193/adn.15.2.18

Maričić, M., & Lavicza, Z. (2024). Enhancing student engagement through emerging technology integration in STEAM learning environments. Education and Information Technologies, 29(17), 23361–23389.https://doi.org/10.1007/s10639-024-12710-2

Martín-Cudero D, Cid-Cid AI, Guede-Cid R. Analysis of mathematics education from a STEAM approach at secondary and pre-university educational levels: A systematic review. J Technol Sci Educ (Internet). 2024 Feb 22;14(2):507. Available from:http://dx.doi.org/10.3926/jotse.2349

Pabbajah, M., Hassan, Z. Bin, & Widyanti, RN (2025). Unpreparedness of Indonesian Madrasah Teachers in Utilizing Technology for Digital Religious Learning-Teaching. Jurnal Tarbiyatuna, 16(1), 1–15.

Papadopoulou, E. A. (2024). Advancements in STEAM Education for 21st Century Learners. International Journal of Education, 16(4), 39.https://doi.org/10.5296/ije.v16i4.22270

Pazmiño Núñez, GA, Morocho Cabrera, LN, Sauca Banegas, MA, Bayas Chacha, LM, Vasquez Garcia, MN, Santillán Sevillano, NDC, & Ruano Armijos, GA (2025). El impacto de las metodologías STEAM en el desarrollo de competencias digitales y creativas en estudiantes. Ciencia Latina Revista Científica Multidisciplinar, 9(1), 2690–2709.https://doi.org/10.37811/cl_rcm.v9i1.16035

Rafiq-uz-Zaman M. Beyond STEM: A Narrative Review of STEAM Education's Impact on Creativity and Innovation (2020–2025). IJSS (Internet). 2025 Oct 2;4(4):1–16. Available from:http://dx.doi.org/10.63544/ijss.v4i4.175

Relmasira, S.C., Lai, Y.C., & Donaldson, J.P. (2023). Fostering AI Literacy in Elementary Science, Technology, Engineering, Art, and Mathematics (STEAM) Education in the Age of Generative AI. Sustainability, 15(18), 13595.https://doi.org/10.3390/su151813595

Rilexen SP Mulder W, Syaipul Hayat M, Khoiri N. Effect of Digitalization of Web-Based Science Learning Media with the STEAM Approach to Student's Creative Thinking Abilities. KSS (Internet). 2024 Mar 12; Available from:http://dx.doi.org/10.18502/kss.v9i6.15259

Samuel Iwanger Ruth, & Ibrahim, Danladi. (2025). Enhancing Steam Education In The Era Of AI: Integrating Artificial Intelligence to Improve Critical Thinking, Creativity And Problem-Solving Skills. International Journal of Educational Research and Library Science.https://doi.org/10.70382/tijerls.v08i8.052

Santos, JMDSD, Silveira, ARP, Breda, AMRDA, Saimon, M., & Lavicza, Z. (2025). Empowering Mozambican educators: Overcoming technological challenges to implementing STEAM education. International Journal of Educational Research Open, 9, 100481.https://doi.org/10.1016/j.ijedro.2025.100481

Sasmita, FE, Hidayati, N., & Aslam, PF (2025). Integration of STEAM Approach in Mathematics Learning to Enhance Creativity of Elementary School Students. Journal of Innovative and Creativity (Joecy), 5(2), 7830–7842.https://doi.org/10.31004/joecy.v5i2.1178

Sefriani, R., Wijaya, I., Menrisal, M., & Dewi, M. (2020). Testing of the Validity of Interactive Learning Module on Creative and Entrepreneurs Learning Products. Journal of Educational Science and Technology (EST), 6(1), 73–78.https://doi.org/10.26858/est.v6i1.10277

Shernoff, D.J., Sinha, S., Bressler, D.M., & Ginsburg, L. (2017). Assessing teacher education and professional development needs for the implementation of integrated approaches to STEM education. International Journal of STEM Education, 4(1), 1–16.https://doi.org/10.1186/s40594-017-0068-1

Sidekerskienė, T., & Damaševičius, R. (2023). Out-of-the-Box Learning: Digital Escape Rooms as a Metaphor for Breaking Down Barriers in STEM Education. Sustainability, 15(9), 7393.https://doi.org/10.3390/su15097393

Skakov, М., Ramankulov, S., Nurizinova, М., Kurbanbekov, B., & Dossymov, Y. (2025). Using digital tools in STEM education and the impact on student creativity in the field of tribology. International Journal of Evaluation and Research in Education (IJERE), 14(1), 589.https://doi.org/10.11591/ijere.v14i1.30220

Stigberg, H., Stigberg, S., & Maugesten, M. (2024). Introducing teacher students to digital fabrication to support children's mathematical learning. International Journal of Child-Computer Interaction, 40, 100643.https://doi.org/10.1016/j.ijcci.2024.100643

Suryanti, Nursalim, M., Choirunnisa, NL, & Yuliana, I. (2021). STEAM-Project-Based Learning: A Catalyst for Elementary School Students' Scientific Literacy Skills. European Journal of Educational Research, 10(4), 1625–1638.

Syahrir, S., Pujiriyanto, P., As, M., Nur, FAM, & Fitri, S. (2024). Primary School STEM Education Innovation through ICT Integration for Teacher Competency Development: A Systematic Literature Review. Journal of Education and Culture, 9(1), 47–61.https://doi.org/10.24832/jpnk.v9i1.4896

Tang, X. (2024). Exploration of the Integration of Positive Emotions and Flow Experience in STEAM Education. Journal of Contemporary Educational Research, 8(7), 143–149.https://doi.org/10.26689/jcer.v8i7.7385

Trgalova, J. (2024). Digital resources for mathematics teaching and learning. Recherches En Didactique Des Mathématiques, Synthesis and perspectives in...https://doi.org/10.46298/rdm.12909

Tsakeni, M. (2024). Exploring Design Principles for STEAM Learning Activities Development by Science and Technology Teachers. Educational Research for Social Change, 13(1), 85–106.https://doi.org/10.17159/2221-4070/2024/v13i1a6

Unterfrauner, E., Addis, A., Fabian, C. M., & Yeomans, L. (2024). STEAM Education: The Claim for Socially Innovative Practices. Creativity and Educational Innovation Review, 8, 71–98.https://doi.org/10.7203/creativity.8.29743

Videla, R., Aros, M., Sandoval-Obando, E., Velásquez, A., Rámirez, P., Sarzosa, A., Cerpa, C., Veas, P., Carvajal, D., Jorquera, D., & Chávez, M. (2025). Sustainable computing in STEAM generative education: integrating biology, art, science of design and engineering with nature. International Journal of Technology and Design Education.https://doi.org/10.1007/s10798-025-10013-2

Yuliardi, R., Kusumah, YS, Nurjanah, N., Juandi, D., & Suparman, S. (2024). Development of a STEM-based digital learning space platform to enhance students' mathematical creativity in future learning classrooms. Eurasian Journal of Mathematics, Science and Technology Education, 20(12), em2545.https://doi.org/10.29333/ejmste/15665

Downloads

Published

2026-04-30

How to Cite

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

Issue

Section

Research Articles