Sugeng Sungkono
Universitas Pendidikan Indonesia

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A Systematic Literature Review: Computational Thinking dalam Pembelajaran Matematika Evi Nur; Jarnawi Afgani Dahlan; Syifa Shafira; Sugeng Sungkono
Square : Journal of Mathematics and Mathematics Education Vol. 7 No. 2 (2025)
Publisher : UIN Walisongo Semarang

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Abstract

This study analyzes the integration of Computational Thinking (CT) in formal mathematics education across school levels from 2020 to 2025 using the Systematic Literature Review method with the PRISMA protocol. Through strict selection on the Scopus database limited to final journal articles, written in English, full text access, and focused on core mathematics learning, 10 eligible articles were found. This limited number shows that empirical research with global reputation in this field is still rare. The critical analysis reveals that the impact patterns in the field are conditional and do not merely show a general positive impact. The success of CT integration is directly related to students' basic mathematics skills. Weak initial competence actually triggers thinking difficulties and conceptual misunderstandings due to different meanings between programming language rules and conventional algebra symbols. This study offers novelty by mapping a clear shift in CT integration, which is no longer just a separate basic visual programming tool, but has merged into specific mathematics topics and modern technology ecosystems such as Scratch, GeoGebra, and AI. The study concludes by emphasizing the need for adaptive learning materials, specific CT assessment tools, continuous teacher training, and wider empirical research in various educational contexts. Keywords: computational thinking; mathematics learning; systematic literature review.
DEVELOPMENT OF INTERACTIVE MATHEMATICS LEARNING MULTIMEDIA BASED ON SCRATCH USING THE 4D MODEL Sugeng Sungkono; Al Jupri; Eyus Sudihartinih
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.15545

Abstract

This study is motivated by students’ difficulties in understanding applied algebra, particularly when solving contextual problems, as well as the limited availability of interactive digital learning resources for applied algebra learning. Therefore, this study aims to develop and evaluate the validity, usability, and user acceptance of a Scratch-based learning medium for applied algebra using the 4D development model. The research followed the Define, Design, Develop, and Disseminate stages. The development process involved needs analysis, prototype design, and implementation through Scratch, integrating contextual tasks, visual representations, and game-based activities within a single learning environment. Validation was conducted by one mathematics education expert and two experts in educational media and ICT-based learning, while usability and user acceptance were examined through a User Acceptance Test (UAT) involving 18 prospective mathematics teachers. Data were collected using validation sheets and a UAT questionnaire and analyzed using Aiken’s V coefficient and percentage-based descriptive statistics. The findings revealed a high level of validity with an average Aiken’s V value of 0.85 and positive evaluations regarding usability and user acceptance, reflected in an average UAT score of 87.50%. In addition, Dr. Scratch evaluation produced a score of 20 out of 21, placing the project in the Master category. Future studies should involve junior high school students and evaluate the effectiveness of the media in classroom settings. Penelitian ini dilatarbelakangi oleh kesulitan siswa dalam memahami materi aplikasi aljabar, khususnya dalam menyelesaikan masalah kontekstual, serta terbatasnya ketersediaan sumber belajar digital interaktif pada pembelajaran aplikasi aljabar. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan dan mengevaluasi validitas, usability, dan penerimaan pengguna terhadap media pembelajaran berbasis Scratch pada materi aplikasi aljabar menggunakan model pengembangan 4D. Penelitian ini dilaksanakan melalui empat tahap, yaitu Define, Design, Develop, dan Disseminate. Proses pengembangan meliputi analisis kebutuhan, perancangan prototipe, dan implementasi media menggunakan Scratch yang mengintegrasikan tugas kontekstual, representasi visual, dan aktivitas berbasis permainan dalam satu lingkungan pembelajaran. Validasi dilakukan oleh satu ahli pendidikan matematika dan dua ahli media pembelajaran serta pembelajaran berbasis TIK, sedangkan usability dan penerimaan pengguna dievaluasi melalui User Acceptance Test (UAT) yang melibatkan 18 calon guru matematika. Data dikumpulkan menggunakan lembar validasi dan angket UAT, kemudian dianalisis menggunakan koefisien Aiken’s V dan statistik deskriptif berbasis persentase. Hasil penelitian menunjukkan tingkat validitas yang tinggi dengan nilai rata-rata Aiken’s V sebesar 0,85 serta penilaian positif terhadap usability dan penerimaan pengguna yang ditunjukkan oleh skor rata-rata UAT sebesar 87,50%. Selain itu, evaluasi menggunakan Dr. Scratch menghasilkan skor 20 dari 21 sehingga proyek yang dikembangkan termasuk dalam kategori Master. Penelitian selanjutnya perlu melibatkan siswa SMP sebagai pengguna sasaran serta menguji efektivitas media dalam situasi pembelajaran yang sebenarnya.