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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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

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This study aimed to develop Scratch-based interactive learning media for applied algebra using the 4D development model, consisting of the define, design, develop, and disseminate stages. The research addressed students’ difficulties in understanding and applying algebraic concepts in contextual problem-solving and the limited availability of interactive digital learning media. The development process involved needs analysis, prototype design, and media implementation using Scratch with interactive materials and game-based exercises. The feasibility of the media was evaluated through material and media validation conducted by mathematics education lecturers. At the same time, user acceptance was examined through a User Acceptance Test (UAT) involving ten prospective mathematics teachers. Data were analyzed using percentage-based scoring. The results indicated that the developed media achieved a very good level of feasibility in terms of material quality, content coverage, instructional design, ease of use, and visual aspects. The UAT results also showed a very high level of user acceptance across functionality, program presentation, and language and typography aspects. Furthermore, evaluation using the Dr. Scratch application yielded a score of 20 out of 21, placing the media in the Master category. These findings suggest that the Scratch-based interactive learning media is feasible and well accepted, with potential to support motivation, mathematical learning performance, and the development of computational thinking in applied algebra learning.