MathSTEAM Space: A Design-Based Digital Learning Ecosystem Bridging Contextual Mathematics and STEAM Pedagogy in Junior Secondary Education
Keywords:
Contextual mathematics learning; steam education; design-based research; ADDIE model; digital learning ecosystem; Indonesia; education quality; educational environmentAbstract
Despite growing calls for contextual mathematics learning and the integration of science, technology, engineering, arts and mathematics (STEAM) into mathematics learning, few digital platforms integrate contextual problem framing, project-based activity, formative feedback, and progress monitoring within a single pedagogically coherent environment. This gap is particularly acute in resource-constrained junior secondary settings. This study reports the design-based development of MathSTEAM Space, a web-based digital learning ecosystem that integrates contextual mathematics learning and STEAM pedagogy in Indonesian junior secondary education. The study was guided by a design-based research framework operationalized through an analysis, design, development, implementation, and evaluation (ADDIE) development cycle. Evidence was drawn from a needs analysis of 26 in-service mathematics teachers (analyzed via reflective thematic analysis of 104 open-response units and a Likert-type questionnaire), platform development documentation, and a proof-of-concept classroom trial with 80 seventh-grade students. Teachers identified digital worksheets, contextual project exemplars, scaffolded feedback, and learning-progress monitoring as priority needs. These needs were translated into a Laravel–MySQL ecosystem organized around the six-stage MathSTEAM cycle, which includes context, concept, conceptualize, create, confirm, and communicate. The system features role-based access, contextual modules, project submission, formative feedback, and comprehensive tracking for learning and activity progress. Teacher evaluations were consistently positive, with construct means ranging from 4.27 to 4.43 out of 5 and positive-response rates between 96.2% and 100%. In the classroom trial, 74 of 80 students (92.5%) logged in without major difficulty and 73 (91.2%) independently uploaded their mini projects. These findings suggest that MathSTEAM Space may function as a pedagogically structured ecosystem instead of a conventional content-delivery learning management system, thereby supporting contextual and project-based STEAM mathematics. The study contributes transferable, resource-aware design principles derived from the first design-based research cycle. These guidelines may support the development of similar pedagogically coherent ecosystems in other resource-constrained junior secondary contexts, although broader longitudinal studies are warranted to examine learning effectiveness and scalability at scale.
https://doi.org/10.26803/ijlter.25.9.35
References
Adiyono, A., Ni’am, S., & Anshor, A. M. (2024). Islamic character education in the era of industry 5.0: Navigating challenges and embracing opportunities. Al-Hayat: Journal of Islamic Education, 8(1). https://alhayat.or.id/index.php/alhayat/article/view/493
Afni, N., & Hartono. (2020). Contextual teaching and learning (CTL) as a strategy to improve students mathematical literacy. Journal of Physics: Conference Series, 1581(1), 1–8. https://doi.org/10.1088/1742-6596/1581/1/012043
Anderson, T., & Shattuck, J. (2012). Design-based research: A decade of progress in education research? Educational Researcher, 41(1), 16–25. https://doi.org/10.3102/0013189X11428813
Azrai, E. P., Aulya, N. R., Suryanda, A., & Safitri, F. A. (2025). Eco-STEAM: A STEAM-based digital learning website for ecosystem topics. JOTSE, 15(2), 399–419. https://dialnet.unirioja.es/servlet/articulo?codigo=10249739
Bertrand, M. G., & Namukasa, I. K. (2020). STEAM education: student learning and transferable skills. Journal of Research in Innovative Teaching & Learning, 13(1), 43–56. https://doi.org/10.1108/JRIT-01-2020-0003
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer.
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Braun, V., & Clarke, V. (2019). Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11(4), 589–597. https://doi.org/10.1080/2159676X.2019.1628806
Brown, H. I. (1992). Direct realism, indirect realism, and epistemology. Philosophy and Phenomenological Research, 52(2), 341–363. https://doi.org/10.2307/2107939
Creswell, J. W., & Creswell, J. D. (2018). Research design: Qualitative, quantitative, and mixed methods approaches. SAGE Publications.
Fitriana, L., Hendriyanto, A., Sahara, S., Muhaimin, L. H., Wintarti, A., Listiawan, T., Saputro, A. D., & A Dewi, D. (2025). The role of digital technology in the design of mathematics teaching and learning: A systematic literature review. Journal of Educational Technology and Learning Creativity, 3(2), 282–297. https://doi.org/10.37251/jetlc.v3i2.2503
Fitriana, L., Tiyanto, Wiraya, A., Hendriyanto, A., Sahara, S., Muhaimin, L. H., & Putri, D. P. (2023). Implementation of the jigsaw model to improve critical-thinking skills. Journal of Higher Education Theory and Practice, 23(15), 11–20. https://doi.org/10.33423/jhetp.v23i15.6402
García-Fuentes, O., Raposo-Rivas, M., & Martínez-Figueira, M.-E. (2023). El enfoque educativo STEAM: una revisión de la literatura. STEAM education: review of literature. Revista Complutense de Educación, 34(1), 191–202. https://dx.doi.org/10.5209/rced.77261
García-Vandewalle García, J. M., García-Carmona, M., Trujillo Torres, J. M., & Moya Fernández, P. (2023). Analysis of digital competence of educators (DigCompEdu) in teacher trainees: the context of Melilla, Spain. Technology, Knowledge and Learning, 28(2), 585–612. https://doi.org/10.1007/s10758-021-09546-x
Habrusiev, H., Oleksiuk, V., Chopyk, P., Habrusieva, I., & Alilujko, S. (2025). On the deployment of an open-source digital learning ecosystem. Congreso Internacional de Tecnology. https://api.semanticscholar.org/CorpusID:282376311
Halverson, E. R., & Sheridan, K. M. (2014). The maker movement in education. Harvard Educational Review, 84(4), 495. https://doi.org/10.17763/haer.84.4.34j1g68140382063
Hendriyanto, A., Suryadi, D., Dahlan, J. A., & Juandi, D. (2023). Praxeology review : Comparing Singaporean and Indonesian textbooks in introducing the concept of sets. Eurasia Journal of Mathematics, Science and Technology Education, 19(2), 1–13. https://doi.org/10.29333/ejmste/12953
Hendriyanto, A., Wicaksana, F. A., Pahmi, S., Muhaimin, L. H., Fatmasari, D., & Avanza, C. (2026). From paper to screen: The effects of note-taking tools on student success in mathematics learning. AIP Conference Proceedings, 3432(1), 20051. https://doi.org/10.1063/5.0327714
Herro, D., & Quigley, C. (2017). Exploring teachers’ perceptions of STEAM teaching through professional development: implications for teacher educators. Professional Development in Education, 43(3), 416–438. https://doi.org/10.1080/19415257.2016.1205507
Herro, D., Quigley, C., & Jacques, L. A. (2018). Examining technology integration in middle school STEAM units. Technology, Pedagogy and Education, 27(4), 485–498. https://doi.org/10.1080/1475939X.2018.1514322
Kelley, T. R., & Knowles, J. G. (2016). A conceptual framework for integrated STEM education. International Journal of STEM Education, 3(1), 11. https://doi.org/10.1186/s40594-016-0046-z
Kolar, V. M., & Hodnik, T. (2021). Mathematical literacy from the perspective of solving contextual problems. European Journal of Educational Research, 10(1), 467–483. https://doi.org/10.12973/EU-JER.10.1.467
Kubsch, M., Czinczel, B., Lossjew, J., Wyrwich, T., Bednorz, D., Bernholt, S., Fiedler, D., Strauß, S., Cress, U., & Drachsler, H. (2022). Toward learning progression analytics—Developing learning environments for the automated analysis of learning using evidence centered design. Frontiers in Education, 7(981910), 1–15. https://doi.org/10.3389/feduc.2022.981910
Kummanee, J., Nilsook, P., & Wannapiroon, P. (2020). Digital learning ecosystem involving STEAM gamification for a vocational innovator. International Journal of Information and Education Technology, 10(7), 533–539. https://doi.org/10.18178/ijiet.2020.10.7.1420
Kusnirova, D., Scholtzova, I., & Kresila, J. (2026). A systematic review into the approach of contextual teaching and learning in mathematics education. European Journal of Science & Mathematics Education, 14(3), 379. https://doi.org/10.30935/scimath/18575
Lavicza, Z., Weinhandl, R., Prodromou, T., An?i?, 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
Martín-Cudero, D., Cid-Cid, A. I., & Guede-Cid, R. (2024). Analysis of mathematics education from a STEAM approach at secondary and pre-universitary educational levels: A systematic review. Journal of Technology and Science Education, 14(2), 507–528. https://doi.org/10.3926/jotse.2349
McKenney, S., & Reeves, T. C. (2019). Conducting educational design research (2nd (ed.). Routledge.
Montero, C. S. (2018). Craft-and project-based making for STEAM learning. Proceedings of the 18th Koli Calling International Conference on Computing Education Research, 1–2. https://doi.org/10.1145/3279720.3289237
Muhaimin, L. H., Dasari, D., Hendriyanto, A., Andriatna, R., & Sahara, S. (2025). Can augmented reality enhance students’ mathematical literacy? A study on technological development for learning practice. International Journal of Mathematical Education in Science and Technology, 57(5), 1–34. https://doi.org/10.1080/0020739X.2025.2502398
Muhaimin, L. H., Kusumah, Y. S., Juandi, D., Hendriyanto, A., & Sahara, S. (2023). The role of augmented reality-based media for enhancing students’ mathematical ability: A systematics literature review. B - ETLTC-ICETM2023 International Conference Proceedings: ICT Integration in Technical Education & Entertainment Technologies and Man. 70001. https://doi.org/10.1063/5.0182121
Muhaimin, L. H., Vrapi, A., Anggareni, P., Abadi, M. K., Kholid, M. N., & Dewi, D. A. (2025). Analyzing the mathematical literacy of Indonesian students: Characteristics, challenges, and technology-enhanced solutions. Journal of Educational Technology and Learning Creativity, 3(2), 298–323. https://doi.org/10.37251/jetlc.v3i2.2494
Nguyen, L. T., & Tuamsuk, K. (2022). Digital learning ecosystem at educational institutions: A content analysis of scholarly discourse. Cogent Education, 9(1), 2111033. https://doi.org/10.1080/2331186X.2022.2111033
Obczovsky, M., Bernsteiner, A., Haagen-Schützenhöfer, C., & Schubatzky, T. (2025). Systematizing decisions in design-based research: From theory to design. Science Education, 109(2), 523–536. https://doi.org/10.1002/sce.21915
OECD. (2023). Programme for International Student Assessment. Organization of Economic Co-Operation and Development. https://www.oecd.org/pisa/
Pahmi, S., & Supriyadi, E. (2026). Virtual reality and mathematics anxiety in prospective elementary school teachers: A quasi-experimental mixed-methods study. International Journal of Learning, Teaching and Educational Research, 25(6), 48–79. https://doi.org/10.26803/ijlter.25.6.3
Retno, R. S., Purnomo, P., Hidayat, A., & Mashfufah, A. (2025). Conceptual framework design for STEM-integrated project-based learning (PjBL-STEM) for elementary schools. Asian Education and Development Studies, 14(3), 579–604. https://doi.org/10.1108/AEDS-08-2024-0188
Sahara, S., Juandi, D., Turmudi, T., Hendriyanto, A., Muhaimin, L. H., & Bulus, M. D. (2024). Geometric reasoning to reinventing quadratic formula: The Learning trajectory on realistic mathematics education principles. Mathematics Teaching-Research Journal, 16(3), 164–196. https://files.commons.gc.cuny.edu/wp-content/blogs.dir/34462/files/2024/07/sahara-53v16n3-2024-p164.pdf
Sahara, S., Suryadi, D., Turmudi, T., Hendriyanto, A., & Muhaimin, L. H. (2025). Institutional relativity of reduction within arithmetical fractions: An analysis of Japanese, Indonesian, and Malaysian school textbooks. International Journal of Science and Mathematics Education. https://doi.org/10.1007/s10763-025-10554-x
Siemens, G. (2013). Learning analytics: The emergence of a discipline. American Behavioral Scientist, 57(10), 1380–1400. https://doi.org/10.1177/0002764213498851
Sudirman, S., Martadiputra, B. A. P., Faizah, S., Rodríguez-Nieto, C., Soeharto, S., Lavicza, Z., Isnawan, M. G., Sembiring, M. G., Runisah, R., & Suprihatin, R. J. (2026). Integrating steam-based MOOC as a supplement to didactical and pedagogical practices in school mathematics: A design-based research. Journal of Technology and Science Education, 16(1), 125–146. https://doi.org/10.3926/jotse.3633
Tamur, M., Juandi, D., & Kusumah, Y. S. (2020). The effectiveness of the application of mathematical software in Indonesia; A meta-analysis study. International Journal of Instruction, 13(4), 867–884. https://doi.org/10.29333/iji.2020.13453a
Velani, F. Y., & Retnawati, H. (2020). Application of contextual teaching and learning approaches in improving mathematics interest and learning achievement of elementary school students. Journal of Physics: Conference Series, 1511(1), 12032. https://doi.org/10.1088/1742-6596/1511/1/012032
Wahyuni, A., Kusumah, Y. S., Martadiputra, B. A. P., & Hendriyanto, A. (2025). Technological-pedagogical knowledge in problem-solving teaching: an exploratory study of mathematics teachers. International Journal of Learning Technology, 20(2), 212–237. https://doi.org/10.1504/IJLT.2025.146793
Wang, F., & Hannafin, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research and Development, 53(4), 5–23. https://doi.org/10.1007/BF02504682
White, D., & Delaney, S. (2021). Full STEAM ahead, but who has the map for integration? A PRISMA systematic review on the incorporation of interdisciplinary learning into schools. LUMAT: International Journal on Math, Science and Technology Education, 9(2), 9–32. https://doi.org/10.31129/LUMAT.9.2.1387
Xing, W., Song, Y., Li, C., Liu, Z., Zhu, W., & Oh, H. (2025). Development of a generative AI-powered teachable agent for middle school mathematics learning: A design-based research study. British Journal of Educational Technology, 56(5), 2043–2077. https://doi.org/10.1111/bjet.13586
Y?lmaz, A. (2021). The effect of technology integration in education on prospective teachers‘ critical and creative thinking , multidimensional 21st century skills and academic achievements. Participatory Educational Research, 8(2), 163–199. http://dx.doi.org/10.17275/per.21.35.8.2
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Nanang Priatna, Bill Chairy Rizki Bustaren, Bambang Avip Priatna Martadiputra, Ririn Sisipiyati, Lukman Lukman, Agus Hendriyanto, Lukman Hakim Muhaimin, Deshinta Arrova Dewi

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All articles published by IJLTER are licensed under a Creative Commons Attribution Non-Commercial No-Derivatives 4.0 International License (CCBY-NC-ND4.0).