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Transformasi Digital dalam Pembelajaran Matematika: Studi Sistematisterhadap Aspek Kemampuan Matematis Ni Ketut Erawati; I Gde Wawan Sudatha; Made Hery Santosa; I Kadek Suartama
Indiktika : Jurnal Inovasi Pendidikan Matematika Vol. 8 No. 1 (2025): Indiktika : Jurnal Inovasi Pendidikan Matematika
Publisher : FKIP Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/indiktika.v8i1.19244

Abstract

Transformasi digital dalam pendidikan telah mengubah cara guru mengajar dansiswa belajar, termasuk dalam pembelajaran matematika. Penelitian ini bertujuanuntuk mengidentifikasi jenis teknologi atau media digital yang digunakan dalampembelajaran matematika, aspek kemampuan matematis yang menjadi fokuspenelitian, serta implikasinya terhadap pengembangan pembelajaran di eradigital. Metode yang digunakan adalah Systematic Literature Review (SLR)dengan pendekatan PRISMA, mencakup 27 artikel yang dipublikasikan antaratahun 2020 hingga 2025. Hasil kajian menunjukkan bahwa media digital yangdigunakan meliputi aplikasi interaktif seperti GeoGebra, Desmos, Wordwall,media berbasis augmented reality, e-modul, serta platform kolaboratif digital(Google Classroom, Microsoft Teams). Aspek kemampuan matematis yangpaling sering diteliti adalah pemahaman konsep, pemecahan masalah,komunikasi matematis, kemampuan spasial, berpikir kritis, serta aspek afektifseperti motivasi dan self-efficacy. Hasil temuan ini menunjukkan aspek yangpaling banyak diteliti tentang penggunaan media digital adalah berkaitan denganpemahaman konsep yaitu sebanyak 22%. Temuan ini menunjukkan bahwa mediadigital memberikan kontribusi positif dalam meningkatkan kualitas pembelajaranmatematika serta mendukung pencapaian kompetensi abad ke-21. Penelitian inimerekomendasikan integrasi teknologi secara strategis dan kontekstual dalampembelajaran matematika, serta perlunya pengembangan media yang adaptif danrelevan dengan kebutuhan siswa. 
THE EFFECT OF PROBLEM BASED FLIPPED LEARNING ON HISTORICAL CONSCIOUSNESS AND CRITICAL THINKING SKILL OF STUDENTS AT SMK NEGERI 1 DENPASAR I Gede Juli Suwirtana Putra; I Wayan Santyasa; I Gde Wawan Sudatha
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 6 No. 4 (2026): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20724518

Abstract

The background of this research is the low levels of historical consciousness and critical thinking skills among students, caused by the dominance of conventional learning which tends to focus on factual memorization. This condition results in students' difficulty in connecting past events with present-day reality. This study aims to examine the effect of the Problem-Based Flipped Learning (PBFL) model on the historical consciousness and critical thinking skills of students at SMK Negeri 1 Denpasar. The method employed was a quasi-experiment with a pretest-posttest nonequivalent control group design . The research population consisted of 9 classes totaling 352 eleventh-grade students, with three classes selected through group random sampling to serve as the experimental group (PBFL), control group I ( Problem-Based Learning ), and control group II ( Direct Instruction ). Data were collected using historical consciousness questionnaires and critical thinking skills tests, then analyzed using multivariate analysis of covariance (MANCOVA) with pre-test scores as the covariates. The results indicated significant differences in both historical consciousness and critical thinking skills, simultaneously and individually, between students taught with the PBFL model compared to those taught with PBL and Direct Instruction models. Further analysis confirmed that the average scores of the PBFL group consistently outperformed the other groups. This research concludes that the implementation of the PBFL model effectively enhances students' historical consciousness and critical thinking sharpness through learning time efficiency and contextual problem-solving.
Ethno-Gamification Platform for Mathematics Learning Based on Balinese Local Wisdom Challenges I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Ketut Lokasanti; Dewa Gede Hendra Divayana; I Gde Wawan Sudatha; I Wayan Sukra Warpala
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 6 No. 8 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v6.i8.2026.14

Abstract

The gap between the abstraction of middle school mathematics material and the real-life challenges faced by students in Bali creates an urgent need to implement a pedagogical innovation that not only utilises technology but is also rooted in the local Balinese cultural context to reduce declines in learning motivation and math anxiety in middle school. The purpose of this research is to develop an Ethno-Gamification Platform as a medium for mathematics learning, based on the challenges of local Balinese wisdom, for junior high school students. This research is a development study using the Borg and Gall development model, modified into five main stages: research and field data collection, planning, design development, initial testing, and revision of initial testing. The research subjects were selected using the Purposive Sampling technique, which involved IT experts, education experts, IT education evaluators, teachers, and junior high school students in Bali. The data collection technique in this study employed a 5-point Likert-scale questionnaire. The data analysis technique applied is a quantitative descriptive approach, using a percentage calculation formula to categories the platform's level of validity and effectiveness. The research shows that the effectiveness of the Ethno-Gamification Platform for Mathematics Learning Based on Local Wisdom Challenges in Bali is 86.5%, categorising it as very effective. This research successfully developed the Ethno-Gamification Platform as a highly effective, innovative, and responsive medium for teaching mathematics based on local wisdom challenges in Bali for junior high school students.
IMPLEMENTASI PEMBELAJARAN STEAM TERHADAP KEMAMPUAN LITERASI ANAK USIA DINI: SYSTEMATIC LITERATURE REVIEW Ni Made Ayu Suryaningsih; I Gde Wawan Sudatha; I Kadek Suartama; Made Hery Santosa
Aulad: Journal on Early Childhood Vol. 8 No. 3 (2025): September-December 2025
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/aulad.v8i3.1280

Abstract

Penelitian ini bertujuan untuk mengkaji literatur mengenai implementasi pembelajaran STEAM (Science, Technology, Engineering, Art, Mathematics) terhadap kemampuan literasi anak usia dini. Literasi anak usia dini mencakup kemampuan dasar dalam membaca, menulis, dan berpikir kritis, yang menjadi fondasi penting bagi perkembangan pendidikan selanjutnya. Studi literatur ini menggunakan metode Prisma, dengan mengumpulkan berbagai artikel yang mengevaluasi pengaruh pembelajaran STEAM terhadap aspek-aspek literasi. Sebanyak 15 artikel bereputasi yang digunakan berasal dari jurnal nasional dan internasional yang diperoleh dari database Google Scholar, dan Scopus dengan menggunakan aplikasi Publish or Perish. Dalam penelitian ini, model pembelajaran STEAM yang diterapkan di berbagai konteks pendidikan akan dianalisis untuk mengidentifikasi efektivitasnya terhadap kemampuan literasi anak usia dini, serta faktor pendukung dan penghambat implementasinya. Hasil dari tinjauan ini diharapkan dapat memberikan wawasan bagi pendidik, pengambil kebijakan, dan peneliti dalam merancang dan mengimplementasikan kurikulum yang berbasis STEAM guna meningkatkan kemampuan literasi anak usia dini.
A Systematic Literature Review on the Role of Google Sites Digital Platform in Strengthening Learning Evaluation and Reflection Ida Ayu Intan Nandini; Ketut Agustini; I Gde Wawan Sudatha
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 1 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i1.5075

Abstract

The development of digital technology has initiated significant transformations in educational practices, requiring the adaptation of learning methods in line with the demands of the 21st century. Google Sites has emerged as a digital portfolio platform with the potential to encourage students' metacognitive reflection skills. However, in-depth exploration of its pedagogical use, particularly in the context of Indonesian secondary schools with various infrastructure challenges, is still limited. This study aims to structurally identify the challenges and advantages of Google Sites in enhancing metacognitive thinking and to formulate a conceptual model for facilitating reflective learning. The method used is a Systematic Literature Review (SLR) with the PRISMA protocol, analysing 13 selected articles from the Web of Science, Google Scholar, and Garuda databases. The results of the study show that Google Sites is effective in acting as metacognitive scaffolding, accelerating the feedback cycle for authentic assessment, and expanding the Zone of Proximal Development through transparent collaboration between students, teachers, and parents. Its effectiveness is the result of the dynamic interaction between the context of application, pedagogical design, and infrastructure readiness. The study concludes that Google Sites can be a digital learning model in line with the principles of the Merdeka Curriculum, namely creating a reflective, adaptive, participatory, and sustainable learning ecosystem.
Systematic Literature Review on the Effectiveness of Wayground Interactive Learning Media in Mathematics Learning I Made Edy Bangkit Saputra; Ketut Agustini; I Gde Wawan Sudatha
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 1 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i1.5123

Abstract

The development of information technology has encouraged the adoption of interactive digital learning media to overcome the challenges of abstract mathematics learning and make it more concrete. This study aims to analyze the effectiveness of the Wayground platform (formerly Quizizz) as an interactive presentation medium in improving mathematics learning at the junior high school level. The research method used is a Systematic Literature Review (SLR) with the PRISMA model on 12 selected articles from 2021 to 2025. The articles discuss the effectiveness of learning media, particularly interactive or technology-based media, in the context of mathematics learning. The specific types of media include relevant interactive learning media, whether directly mentioning "Wayground" or similar types of interactive media aimed at improving mathematical concept understanding. The research design includes empirical studies such as development research, experiments, and classroom action research (CAR) that focus on learning outcomes and qualitative studies that discuss in depth the effectiveness of interactive learning media. The synthesis results show that, (1) Wayground features such as digital quizzes, flashcards, interactive discussions, real-time evaluations, and Paper Mode significantly support the creation of interactive and easily managed learning, (2) The application of Wayground has been proven to increase student motivation, engagement, active participation, and conceptual understanding in mathematics learning, (3) Interactive learning media such as Wayground effectively bridges the abstract nature of mathematics through visual and concrete presentation of concepts and enjoyable learning experiences, thereby improving learning outcomes. The implications of this study recommend the integration of Wayground into lesson planning and teacher training to optimize its features in order to create more effective and adaptive mathematics learning.
Integrasi Canva Sebagai Media Presentasi Kolaboratif Dalam Pembelajaran Matematika Ni Wayan Ulandari; Ketut Agustini; I Gde Wawan Sudatha
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 1 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i1.5126

Abstract

This study systematically reviews the use of Canva in mathematics learning, focusing on integration strategies, its role as a collaborative presentation media, its contribution to students’ creativity and presentation skills, and its impact on learning outcomes. A Systematic Literature Review (SLR) was conducted following the PRISMA guidelines, with 28 eligible articles analyzed thematically. The synthesis reveals that Canva is effective when implemented through structured planning, implementation, and evaluation, and when used to enhance visual representation and mathematical communication. Canva also supports the development of visual creativity, presentation skills, conceptual understanding, and learning motivation. However, this review identifies limited longitudinal studies and a lack of research at the senior high school level. Conceptually, these findings highlight visual digital media as a pedagogical mechanism in 21st-century mathematics learning, while practically emphasizing the importance of task design, teacher facilitation, and students’ digital literacy readiness.
Implementasi Multimedia Interaktif untuk Meningkatkan Literasi Digital dan Kemampuan Membaca Siswa Sekolah Dasar Dalam Pembelajaran Bahasa Indonesia Fifi Lesley F. Pogoh; Ketut Agustini; I Gde Wawan Sudatha
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 1 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i1.5165

Abstract

Digital literacy and reading proficiency are critical 21st-century skills, yet Indonesian elementary students still struggle to meet international standards. This study aims to systematically identify the forms, effectiveness, and implementation challenges of interactive multimedia in Indonesian language learning. Using the Systematic Literature Review (SLR) method guided by PRISMA, 15 high-quality articles (2020–2025) were analyzed. The novelty of this study lies in its integrative synthesis that maps the evolution of media from static tools to dynamic ecosystems (gamified platforms, multimodal e-modules, and AR) aligned with the national Merdeka Curriculum. Findings indicate that these platforms significantly improve reading comprehension and digital literacy (p < 0.05) by optimizing cognitive load based on the Cognitive Theory of Multimedia Learning (CTML). In conclusion, technological effectiveness is not independent but moderated by the TPACK framework and teacher readiness as instructional designers. These results provide a conceptual framework for educators to integrate adaptive technology with responsive pedagogy for long-term literacy improvement.
Pengembangan Multimedia Interaktif Berbasis Problem Based Learning Pada Topik Cahaya Untuk Meningkatkan Keterampilan Berpikir Kritis Siswa Kelas V SD Putu Evik Merliani; I Gde Wawan Sudatha; Ni Wayan Eka Widiastini
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 1 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i1.1080

Abstract

Abad ke-21 menekankan pemanfaatan teknologi pada proses pembelajaran yang menuntut adanya inovasi media pembelajaran interaktif, namun rendahnya keterampilan berpikir kritis pembelajaran IPAS di sekolah dasar masih menjadi problematika akibat dominasi media konvensional dan belum optimalnya pemanfaatan teknologi digital. Penelitian ini bertujuan untuk mengembangkan multimedia interaktif berbasis problem based learning pada topik sifat-sifat cahaya yang valid, praktis, dan efektif dalam meningkatkan keterampilan berpikir kritis siswa kelas V SD Negeri 1 Temukus. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Kelayakan media dievaluasi melalui uji validitas ahli materi dan media, kepraktisan diuji melalui respon guru dan siswa (uji perorangan serta kelompok kecil), sementara efektivitas dianalisis menggunakan paired sample t-test. Hasil penelitian menunjukkan bahwa validitas ahli materi memperoleh mean 4,82 dan validitas ahli media memperoleh mean 4,5 dengan kualifikasi sangat valid. Uji kepraktisan pada seluruh tahapan menunjukkan kategori sangat praktis untuk digunakan dalam pembelajaran. Hasil analisis efektivitas melalui uji-t menunjukkan nilai signifikansi 0,000 (< 0,05) yang menandakan adanya peningkatan signifikan keterampilan berpikir kritis siswa setelah penggunaan multimedia. Berdasarkan temuan tersebut, multimedia interaktif dinyatakan layak dan efektif sebagai solusi inovatif untuk meningkatkan keterampilan berpikir kritis pada pelajaran IPAS topik sifat-sifat cahaya di sekolah dasar.
Enhancing Science Learning Outcomes Through a Higher Order Thinking Skills-Based Educational Game on the Solar System Aprida Singta; I Gde Wawan Sudatha
Thinking Skills and Creativity Journal Vol. 7 No. 2 (2024): Oktober
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/tscj.v7i2.82290

Abstract

This study is motivated by the lack of instructional media that can support science learning (IPAS), which has consequently led to low student learning outcomes. The study aims to develop an educational game based on Higher-Order Thinking Skills (HOTS) for science subjects, specifically on the topic of the solar system, and to analyze the validity and effectiveness of the developed product. This research follows a development research design using the ADDIE model. The study participants include subject matter experts, instructional design experts, educational media experts, and students for individual and small-group trials. Data collection methods consist of questionnaires and tests, while data analysis techniques involve quantitative descriptive analysis and inferential statistics. The results indicate that the subject matter expert validation received a score of 100%, instructional design expert validation scored 96%, and educational media expert validation scored 94%. The individual trial obtained a score of 95.33%, while the small-group trial achieved a score of 95.11%. Hypothesis testing results demonstrate a significant difference between students' performance before and after using the HOTS-based educational game on the solar system topic. This finding suggests that the HOTS-based educational game for science subjects is effective in improving student learning outcomes.