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TRANSFORMASI DIGITAL SEKOLAH MELALUI PEMANFAATAN APLIKASI SITOPIK DAN OASE DI SDN TUGUREJO 02 KOTA SEMARANG Agustin, Tri Fena Susi; Rosalina Ginting; Muhtarom
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43285

Abstract

Digital transformation has become a strategic necessity for elementary schools in improving the quality of learning and school performance. This study aims to describe and analyze the utilization of the SITOPIK and OASE applications as part of digital transformation at SDN Tugurejo 02. The research employed a qualitative approach with a case study design. Data collection techniques included interviews, observations, and documentation studies. The findings indicate that the utilization of the SITOPIK and OASE applications supports learning effectiveness, enhances teacher performance, and strengthens school governance. Digital transformation at SDN Tugurejo 02 is supported by the leadership of the school principal, teacher readiness, and a collaborative school culture. This study recommends strengthening mentoring and the continuous development of teachers’ digital competencies.
Impact of AR-supported STEAM based project learning on students’ numeracy skills: A meta analytic Annisa, Herwayuninda; Muhtarom; Dwijayanti, Ida
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/10.24042/ajpm.v17i1.30143

Abstract

Purpose: This study aims to examine the overall effectiveness of AR-supported STEAM based Project Based Learning (PjBL) in improving students’ numeracy skills through a comprehensive synthesis of empirical research. Method: A quantitative meta-analysis was conducted to aggregate findings from 25 national and international experimental and quasi-experimental studies published between 2019 and 2025. Eligible studies were selected using predefined inclusion criteria focusing on interventions combining PjBL, STEAM, and Augmented Reality in mathematics learning contexts. Effect sizes were computed using Cohen’s d and analyzed under a random effects model to account for variability across studies. Findings: The analysis produced a pooled effect size of 0.85, which falls within the high-impact category. These findings indicate that AR-supported STEAM PjBL consistently yields stronger numeracy outcomes compared to conventional instructional approaches. The integration of immersive Augmented Reality visualization within contextualized STEAM projects appears to support conceptual clarity, particularly in abstract mathematical topics, while simultaneously fostering active engagement and meaningful learning experiences. Significance: This study provides consolidated empirical evidence supporting the pedagogical potential of AR-integrated STEAM project learning in mathematics education. The results offer evidence-based implications for educators, curriculum developers, and policymakers seeking scalable strategies to strengthen numeracy literacy in technology-enhanced learning environments.
Integrating design thinking and meta-analysis to identify effective technology enhanced learning media for mathematical problem solving in the industry 4.0 Era Anjani, Windi; Muhtarom; Supandi
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v17i1.30229

Abstract

Purpose: This study aims to integrate Design Thinking and meta-analysis to systematically identify effective technology-enhanced learning media for improving students’ mathematical problem-solving skills in the Industry 4.0 era. Method: An exploratory mixed-method design was employed. The qualitative phase adopted the Design Thinking framework, focusing on the empathize, define, and ideate stages to analyze the needs of 98 junior high school students and 5 mathematics teachers through questionnaires, interviews, and classroom observations. Based on the ideation outcomes, potential instructional solutions were identified. To strengthen the validity of these proposed solutions, a meta-analysis of five relevant empirical studies was conducted using JASP software to estimate pooled effect sizes, heterogeneity, and prediction intervals. Findings: The Design Thinking process identified three promising technology-enhanced learning media: Augmented Reality (AR), Nearpod applications, and digital booklets. The meta-analytic results indicated a moderate pooled effect size (ES = 0.447, p < 0.05), suggesting a statistically significant positive influence on students’ mathematical problem-solving skills. The prediction interval further demonstrated the potential applicability of these media across diverse educational contexts. Significance: This study contributes a structured, evidence-informed framework that integrates user-centered design and quantitative synthesis to guide instructional technology selection in mathematics education aligned with Industry 4.0 demands.
Analysis of intent to use artificial intelligence in tax assistance based on the modified UTAUT2 model Antoro, Aji Fajar Suryo; Tha, Abdurrahman Rahim; Muhtarom; Juniadi, Dedy
Educoretax Vol 6 No 4 (2026)
Publisher : WIM Solusi Prima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54957/educoretax.v6i4.2110

Abstract

This study aims to analyze the factors influencing taxpayers' intention to use artificial intelligence (AI) for tax assistance in Indonesia. The research design employed a quantitative approach with an explanatory survey method of 200 respondents who had used AI tools such as ChatGPT, Gemini, or similar tools for tax assistance. The UTAUT2 model was modified by adding the Trust in AI construct and removing the Use Behavior construct. Data analysis was performed using Partial Least Squares Structural Equation Modeling (PLS-SEM) using SmartPLS 4. The results showed that habit, performance expectancy, price value, and trust in AI significantly influenced behavioral intention, while effort expectancy, facilitating conditions, social influence, and hedonic motivation were insignificant. These findings confirm that intention to use AI in taxation is more influenced by practical experience and perceived value than by convenience or social influence. A limitation of this study is that it did not measure actual behavior; therefore, further research is recommended to examine this aspect. This study provides theoretical contributions to the development of AI adoption models in taxation, as well as practical implications for tax authorities and technology providers.
PERANAN GURU DALAM MENGATASI KESULITAN BELAJAR SISWA DI SDN 1 PADANG REJO KECAMATAN PAGELARAN Sari, Agis Amartia; Muhtarom; Abdul Hamid
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13612

Abstract

This research aims to describe the types of learning difficulties of students at SD N 1 Padang Rejo, in order to understand the steps taken by teachers in overcoming the learning difficulties of participants at SD N 1 Padang Rejo. This form of research uses a qualitative approach and descriptive research type. The results of this research show that students at SD N 1 Padang Rejo experience various difficulties in learning such as diffficulty writing, difficulty reading, difficulty communicating or focusing on the material being taught, difficulty conveying their ideas or opinions to other people, difficulty communicating well, difficulty solving difficult questions where Students must think critically and find it difficult to arrange words and sentences systematically and interestingly. Teachers take steps to eradicate the complexity of student learning, namely providing guidance and attention to students who experience difficulties in learning, using learning media, dan using interesting learning model. Teachers also relate the material taught to everyday life around students so that students can easily understand the concepts being taught.