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MAPPING RESEARCH TRENDS IN GAME-BASED ICT LEARNING FOR INTERACTIVE EDUCATIONAL APPLICATIONS: A BIBLIOMETRIC STUDY Suryani, Epi; Bentri, Alwen; Hendri, Nofri; Rayendra, Rayendra; Prasetia, Anggi
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 10 No. 2 (2026): Volume 10, Nomor 2, April 2026
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v10i2.54672

Abstract

The rapid growth of digital technology in the education sector requires effective and innovative information and communication technology (ICT) solutions to enhance student engagement and support interactive learning. This study aims to analyse existing research patterns, collaborative structures, central themes, and future research opportunities in the field of game-based ICT learning. A bibliometric assessment was conducted using publications indexed in Scopus published between 2021 and 2025. The data were examined using VOSviewer to examine the co-occurrence of keywords, collaborative networks among authors, and the structural themes of the research. The findings indicate a significant increase in academic literature on game-based ICT learning, underscoring a strong focus on factors such as learning motivation, student engagement, digital literacy, and the development of 21st-century competencies. The study of visual depictions categorises three main research areas: the development of game-centred educational applications, the adoption of interactive digital instructional methods, and the measurement of educational outcomes. The uniqueness of this study lies in the provision of an extensive bibliometric mapping that explains the development of research themes on immersive technology and the integration of artificial intelligence in educational applications. These empirical results make a substantial contribution to the field of educational technology research by providing evidence-based insights for the design of learner-centred adaptive digital learning environments, while also directing future research toward a sustainable implementation framework and measurable impact on students' digital competencies and educational outcomes.
PENGEMBANGAN MULTIMEDIA INTERAKTIF MATERI BANGUN DATAR UNTUK MEMFASILITASI KEMAMPUAN KOMUNIKASI MATEMATIKA SEKOLAH DASAR Sari, Ratu Amalia; Bentri, Alwen; Ahmad, Syafri; Rayendra, Rayendra
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 15, No 1 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i1.14420

Abstract

Penelitian ini terinspirasi oleh keterbatasan alat pembelajaran sekolah dasar yang membantu siswa menjelaskan konsep matematika menggunakan simbol, visual, dan grafik, khususnya dalam geometri bidang. Untuk pembelajaran yang lebih bermakna, siswa membutuhkan media yang menyajikan ide-ide abstrak dan merepresentasikan kehidupan sehari-hari. Multimedia interaktif berbasis program Smart Apps Creator dengan konten geometri bidang akan dikembangkan dan diuji untuk meningkatkan kemampuan komunikasi matematika siswa. Paradigma ADDIE digunakan untuk penelitian dan pengembangan, yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Lembar validasi, kuesioner kepraktisan, dan ujian hasil belajar dengan indikator komunikasi matematika merupakan alat studi. Penelitian ini menemukan bahwa (1) multimedia interaktif berbasis Smart Apps Creator sangat valid berdasarkan 93% ahli materi, 88% ahli media, dan 95% ahli bahasa. (2) Uji kepraktisan menghasilkan 90% pada uji coba kelompok kecil, 92% pada uji coba kelompok besar, dan 100% dari komentar pengajar. (3) Multimedia interaktif meningkatkan kemampuan komunikasi matematika siswa, dengan skor posttest rata-rata 87,16 dan analisis Skor N-Gain sebesar 73,91%, menjadikannya sangat efektif. Dengan demikian, multimedia interaktif berbasis Smart Apps Creator pada platform datar valid, praktis, dan efektif serta dapat meningkatkan kemampuan komunikasi matematika siswa sekolah dasar.This study is inspired by the limits of primary school learning tools that help pupils explain mathematical concepts using symbols, visuals, and graphs, particularly in plane geometry. For more meaningful learning, students need media that presents abstract ideas and represents daily life. Interactive multimedia based on the Smart Apps Creator program on plane geometry content will be developed and tested to improve students' mathematical communication abilities. The ADDIE paradigm is used for R&D, which covers analysis, design, development, implementation, and evaluation. Validation sheets, practicality questionnaires, and learning results exams with mathematical communication indicators are study tools. The research found that (1) interactive multimedia based on Smart Apps Creator is extremely valid based on 93% material experts, 88% media experts, and 95% language experts. 2) The practicality test yields 90% in small group trials, 92% in large group trials, and 100% from instructor comments. (3) Interactive multimedia improves students' mathematical communication abilities, with an average posttest score of 87.16 and an N-Gain Score analysis of 73.91%, making it extremely successful. Thus, interactive multimedia based on Smart Apps Creator on flat forms is valid, practical, and successful and may improve primary school pupils' mathematical communication abilities.
The effect of Grammarly-assisted repetition method on students’ learning motivation and English writing ability Hadid Nur Rahim, Al; Fetri Yeni; Rayendra, Rayendra; Darmansyah, Darmansyah
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 12 No. 1 (2026): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020266927

Abstract

This study aimed to examine the effectiveness of integrating Grammarly with the assignment reiteration method in improving students’ learning motivation and English writing skills at SMA Negeri 14 Batam. This research employed a quantitative quasi-experimental design involving an experimental and a control group. The participants were selected through purposive sampling from 11th-grade students with low English writing proficiency. Data were collected using a writing test and a learning motivation questionnaire and analyzed through paired-sample and independent-sample t-tests. The findings revealed that students in the experimental group showed higher improvement in learning motivation, with mean scores increasing from 33.44 to 38.22, compared to the control group (33.51 to 35.63). Writing skills also improved significantly in the experimental group, with mean scores rising from 16.78 to 19.31, while the control group increased from 16.61 to 17.68. The posttest analysis showed significant differences between groups (p < 0.05). The study concludes that Grammarly integrated with assignment reiteration effectively enhances students’ motivation and English writing performance through continuous feedback and iterative revision.