I Nyoman Haryantara
Universitas Pendidikan Ganesha

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Analisis Evaluatif Berbasis Dokumen Gerakan Tujuh Kebiasaan Anak Indonesia Hebat Jenjang SMP Dengan Model CIPP I Nyoman Haryantara; Fifi Lesley Florence Pogoh; Mohammad Munir; I Wayan Sukra Warpala; I Kadek Suartama
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 3 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i3.5647

Abstract

The Seven Habits of Great Indonesian Children Movement (Gerakan Tujuh Kebiasaan Anak Indonesia Hebat) is a national character-strengthening program based on daily habituation at the junior high school (Sekolah Menengah Pertama/SMP) level. This study aims to analyze the program's design logic and implementation readiness using the Context, Input, Process, and Product (CIPP) model. This qualitative documentary evaluation study analyzed secondary data consisting of 3 official ministry guideline documents (published in 2025) and 15 empirical literature articles (2020–2025) selected based on relevance criteria regarding character education, child health, and program evaluation. Data were analyzed using content analysis by matching document substances against the eligibility criteria of each CIPP component. The evaluation results at the document level indicate: (1) Context: the program design demonstrates high relevance in addressing character decline, health issues, and digital distractions among SMP students; (2) Input: policy documents adequately include guides for teachers and parents, yet lack operational monitoring instrument criteria; (3) Process: the planned implementation mechanism is theoretically sound, but risks becoming ceremonial without integration into school culture; and (4) Product: success criteria in the design documents are feasible to be developed into longitudinal behavioral indicators. The study concludes that the program design is conceptually viable and ready for implementation at the SMP level, provided that its sustainability relies on measurable operational monitoring tools.
Pemanfaatan Virtual Reality Sebagai Media Pembelajaran Informatika SMP Untuk Mendukung Motivasi dan Berpikir Kritis I Nyoman Haryantara; Ketut Agustini; I Gde Wawan Sudatha; I Kadek Suartama
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 4 (2026): Article in Press
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i4.5662

Abstract

Virtual Reality (VR) is increasingly used in education to represent abstract, procedural, and dynamic concepts, yet evidence concerning its relevance to junior high school Informatics remains fragmented across subjects, learner levels, devices, research designs, and instruments. This study aimed to synthesize the potential contribution of VR to learning motivation and critical thinking, identify pedagogical and implementation factors, and map research gaps for Informatics learning. A Systematic Literature Review following PRISMA 2020 examined Google Scholar, ERIC, Scopus, and IEEE Xplore on 5–10 May 2026. Twenty-five peer-reviewed journal articles published in 2014–2025 met the criteria and were analyzed through thematic coding. Categories could overlap because one article addressed several themes. Sixteen articles examined motivation-related constructs, five directly addressed critical thinking, eight discussed related constructs such as problem solving, inquiry, metacognition, or computational thinking, fifteen emphasized pedagogical design, eleven reported implementation factors, and only three were directly related to computer science or computational thinking. The evidence indicates a tendency that VR may support motivation through presence, interactivity, challenge, feedback, and contextual visualization; however, outcomes varied according to population, duration, device, and measurement. Evidence for critical thinking was more limited and suggested potential facilitation only when VR was combined with meaningful problems, scaffolding, reflection, discussion, and appropriate assessment. Technical readiness, teacher competence, curriculum alignment, digital literacy, and cybersickness also influenced implementation. In conclusion, VR shows educational potential for junior high school Informatics, but current evidence is heterogeneous and mostly indirect. Further classroom-based, longitudinal studies using validated motivation and critical-thinking instruments are required in Indonesia.