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Studi Literatur Review: Peran Media Game Based Learning terhadap Pembelajaran Ni Luh Putu Andika; Ketut Agustini; I Gde Wawan Sudatha
Didaktika: Jurnal Kependidikan Vol. 14 No. 1 Februari (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1645

Abstract

Proses pembelajaran yang dilaksanakan didalam kelas seringkali menggunakan metode yang monoton. Hal ini menjadi penyebab banyaknya siswa cepat merasa bosan, jenuh, sehingga materi pembelajaran yang disampaikan tidak dipahami dengan baik oleh siswa. Tulisan ini bertujuan untuk menelaah pemanfaatan penggunaan media Game Based Learning pada pembelajaran. Game Based Learning merupakan suatu pendekatan pembelajaran yang menggunakan permainan (game) sebagai alat utama untuk mencapai tujuan pembelajaran. Media GBL dapat dijadikan alternatif untuk meningkatkan hasil belajar siswa, Karena GBL lebih fokus pada proses pembelajaran. Media GBL dirancang untuk melibatkan siswa secara penuh sehingga memberikan pengalaman belajar yang menyenangkan, aktif dan interaktif sehingga materi yang dipaparkan lebih mudah dipahami. Metode yang digunakan adalah Literatur Review yang bersumber dari database Publish Or Perish dalam jangka 4 tahun terakhir (2020-2024). Jumlah data jurnal dengan kata kunci Media Game Based Learning dari scholar.com dibatasi sebanyak 100 artikel dan 15 artikel yang memenuhi kriteria inklusi untuk dilakukan analisis. Penggunaan media GBL dalam pembelajaran dapat meningkatkan semangat, motivasi, dan hasil belajar siswa. Media GBL memiliki keunggulan mengajak seluruh siswa berperan aktif, menarik perhatian, mempermudah siswa memahami materi karena proses pembelajaran yang menyenangkan.
Mengurangi Beban Kognitif dalam Pembelajaran Matematika: Tinjauan Sistematis Strategi dan Intervensi Pembelajaran Fifi Fitriana Sari; I Gde Wawan Sudatha; Made Hery Santoso; I Kadek Suartama
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 5 No. 3 (2025): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2025 (3)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v5i3.2190

Abstract

Tinjauan sistematis ini bertujuan untuk mengeksplorasi dan mensintesis hasil penelitian terkait strategi dan intervensi pembelajaran yang dirancang untuk mengurangi beban kognitif dalam pembelajaran matematika. Teori Beban Kognitif (Cognitive Load Theory/CLT) menyatakan bahwa beban mental yang berlebihan dapat menghambat pembelajaran, terutama dalam mata pelajaran kompleks seperti matematika. Sebanyak 35 artikel yang dipublikasikan antara 2010–2024 ditelaah dengan pendekatan PRISMA untuk mengidentifikasi strategi pengajaran yang mengelola beban intrinsik, ekstrinsik, dan germane. Hasilnya menunjukkan bahwa contoh kerja (worked examples), scaffolding, pengurangan perhatian terbagi (split-attention), serta integrasi media visual dan teknologi digital efektif dalam meningkatkan pemahaman siswa. Studi ini merekomendasikan penerapan strategi berbasis bukti untuk membantu guru mengelola beban kognitif di kelas matematika.
Emotional Intelligence in Education: A Systematic Literature Review of its Influence on Student Performance and Well-Being Edwin; I Gde Wawan Sudatha; I Kadek Suartama; Made Hery Santosa
Jurnal Penelitian Pendidikan IPA Vol 11 No 7 (2025): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i7.11417

Abstract

This study addresses the limited comprehensive understanding of emotional intelligence (EI) in educational settings. It aims to systematically review literature on the relationship between EI, academic achievement, and student well-being. A systematic literature review was conducted using predefined criteria, incorporating 2020–2025 studies indexed in Google Scholar and analyzed using Harzing's Publish or Perish and VOSviewer. Meta-analysis results reveal a significant positive correlation between EI and both academic performance and psychological well-being. Students with high EI demonstrate greater emotional regulation, self-esteem, and resilience. Moreover, positive teacher-student relationships and supportive learning environments amplify these effects. Despite the findings, limitations such as reliance on self-report data and underexplored cultural factors persist. Future research should implement longitudinal and diverse methodological approaches to deepen the understanding of EI's impact on holistic student development.
Implikasi Pedagogis Alat Kreasi Visual-Digital terhadap Kompetensi 4C dan Literasi Digital: Tinjauan Sistematis Hamisah; I Gde Wawan Sudatha; Ketut Agustini
Didaktika: Jurnal Kependidikan Vol. 15 No. 1 Februari (2026): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.3705

Abstract

Meningkatnya penggunaan alat kreasi visual-digital dalam pendidikan sering kali belum diikuti oleh rancangan pedagogis yang menuntut nalar kritis dan integritas praktik digital. Penelitian ini bertujuan menyintesis keterkaitan pemanfaatan alat tersebut dengan kompetensi 4C dan literasi digital melalui Systematic Literature Review (SLR) terhadap 31 artikel periode 2021-2025 Pencarian literatur dilakukan dengan mengakses database Scopus dan mesin pencari Google Scholar. Hasil sintesis menunjukkan bahwa dominasi platform Canva (52,78%) berhasil menurunkan hambatan teknis dalam ekspresi kreatif, namun kemudahan operasional tersebut justru ditemukan berbanding terbalik dengan kedalaman kognitif peserta didik. Ketimpangan ini terlihat pada rendahnya penguatan berpikir kritis (16,1%) serta terbatasnya perhatian pada dimensi literasi sosial-etis (12,9%), literasi informasi (12,9%), dan literasi AI (3,2%). Fenomena ini dirumuskan sebagai “Paradoks Dekorasi Digital”, sebuah kondisi di mana kemajuan estetika visual tidak sejalan dengan aktivitas evaluatif seperti verifikasi informasi, argumentasi berbasis bukti, dan pertimbangan etika digital. Studi ini menegaskan bahwa otomatisasi fitur dalam instrumen digital tidak secara mandiri menstimulasi pembelajaran tingkat tinggi tanpa desain instruksional yang menuntut penalaran logis. Implikasi pedagogisnya, pendidik perlu mengintegrasikan rubrik asesmen yang secara eksplisit menilai kualitas logika, evaluasi sumber, dan kepatuhan etis guna memastikan teknologi berfungsi sebagai medium konstruksi pengetahuan substantif di era AI generatif.
Systematic Literature Review on the Effectiveness of Multimedia in Flipped Learning Classrooms Mohamad Syarief Abdullah; Ketut Agustini; I Gde Wawan Sudatha; Anak Agung Adi Wiryya Putra
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4111

Abstract

This study addresses a critical gap in flipped learning research by focusing on the specific role of multimedia tools in enhancing student engagement and comprehension—an area often overlooked in prior studies that tend to generalize the benefits of flipped classrooms. Employing a Systematic Literature Review (SLR) methodology, the study adheres to PRISMA guidelines and analyzes 20 empirical studies selected from 147 initial records obtained through databases such as Scopus, Google Scholar, and PubMed. Articles were included based on relevance, publication year (2019–2024), and methodological rigor. The findings quantitatively indicate that 100% of the studies reported improved comprehension, 90% observed heightened engagement, and 80% noted enhanced learning flexibility through multimedia-supported flipped learning. However, 60% of the studies identified infrastructural and digital literacy challenges as significant barriers. Theoretically, this research reinforces Vygotsky’s social constructivism by emphasizing interactive and student-centered learning environments. Practically, it underscores the need for teacher training and robust digital infrastructure to optimize flipped learning implementation. This review contributes actionable insights into designing more adaptive, technology-integrated education systems.
Trends and Directions of Gamification Research in Mathematics: Systematic Literature Review I Ketut Lokasanti; Ketut Agustini; I Gde Wawan Sudatha; Anak Agung Adi Wiryya Putra
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 9 No 4 (2025): OCTOBER-DECEMBER 2025
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v9i4.4301

Abstract

Mathematics education plays a crucial role in equipping students with the skills necessary for the 21st century, such as critical thinking and problem-solving abilities. However, many students perceive mathematics as a challenging and tedious subject, which ultimately leads to a decline in their motivation and learning outcomes. Consequently, the application of gamification as an alternative method in mathematics instruction has demonstrated significant potential for enhancing student engagement and learning results. This research aims to investigate the impact of gamification in mathematics learning, as well as the trends associated with its implementation. Findings from prior studies indicate that gamification, whether digital or non-digital, can enhance motivation, reduce mathematics-related anxiety, and deepen the understanding of mathematical concepts. Digital educational games, along with the use of non-digital playing cards, have proven effective in improving student engagement and comprehension of mathematics across various educational levels. Adaptive learning systems that utilize artificial intelligence (AI) also exhibit substantial potential in providing personalized learning experiences tailored to the abilities of individual learners. This article examines 13 prominent journals selected following a rigorous elimination process utilizing the systematic literature review methodology. This process will occur from 2015 until 2025. The objective of this systematic approach is to evaluate and analyze pertinent, high-quality literature to enhance comprehension of the subject matter. The PRISMA approach is utilized to choose articles based on the established inclusion and exclusion criteria to get pertinent literature. Nevertheless, the challenges faced include the creation of gamification that is both more immersive and relevant to real-life contexts. Further research is required to explore the implementation of more pertinent gamification elements, such as challenges based on real-world situations and aspects of robotics, as well as the influence of social and emotional factors on the effectiveness of gamification in mathematics education. Thus, this study contributes to identifying the potential and shortcomings in the application of gamification within the field of mathematics education.