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Helda Septi Amanda
Universitas Negeri Padang

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Pemanfaatan Media Digital Dalam Pembelajaran Filsafat Ilmu Untuk Meningkatkan Berpikir Kritis : abstract, Introduction, Results and Discussion, Conclusions, References Haikal Alfarisi; Defalina Annisa; Helda Septi Amanda; Nanda Satriawan; Desyandri
Journal of Practice Learning and Educational Development Vol. 6 No. 3 (2026): Journal of Practice Learning and Educational Development (JPLED) in Press
Publisher : Global Action and Education for Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58737/jpled.v6i3.1152

Abstract

The development of information technology has progressed very rapidly along with the entry of the Society 5.0 era which emphasizes the use of digital technology, including in the field of learning media. The use of digital learning media makes it easier for students to understand the material because it can be accessed flexibly without being bound by space and time. In addition, digital-basedmedia has a great opportunity to develop students' critical thinking skills in learning the philosophy of science. Critical thinking skills are one of the main outcomes in learning the Philosophy of Science. This article aims to analyze the potential of using digital media to facilitate the improvement of critical thinking skills in learning the Philosophy of Science. This study aims to examine various literaturediscussing the use of digital-based media in learning the philosophy of science in an effort to improve students' critical thinking skills. The research method used is a Systematic Literature Review (SLR). Research data were collected through a process of searching, collecting, and analyzing scientific articles relevant to the topic of the use of digital learning media in learning the philosophy of scienceto improve students' critical thinking that have been published in the previous year. The results of a systematic review of a number of studies show that various types of digital media have been applied in the learning process. These media include learning videos, flipbooks, digital comics, e-books, Augmented Reality (AR), and other digital media games, which have been proven to increasestudents' learning motivation and curiosity about the material being studied.