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Systematic Literature Review: Validitas Internal dan Eksternal dalam Desain Ekperimen Siska Merrydian; Indah Mustika Rini; Wardani Rahayu; Riyadi
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.2734

Abstract

In experimental research must have external and internal validity in order to control secondary variables. External validity relates to the generalization of research results, while internal validity relates to the extent of the causal relationship between the independent variable and the dependent variable. Therefore, it is important to examine internal and external validity in experimental design. The method used in this study is a systematic literature review. The database used for literature search utilizes two digital libraries, namely Google Scholar and Scopus. The literature search will take place in May 2024. In order for the selected literature to be relevant, the search uses the keyword "internal external validity". The analysis technique used is a narrative method by grouping the data being explored. This research is expected to provide information related to internal and external validity in experimental design
Meta-Analysis : The Influence of the Game Based Learning (GBL) Model On Students' Mathematics Learning Outcomes Ade Dwi Oktaviani; Meiliasari; Wardani Rahayu; Makmuri; Tian Abdul Aziz
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 8 No. 2 (2026): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v8i2.2388

Abstract

Mathematics learning outcomes remain a challenge across various educational levels, highlighting the need for instructional approaches that enhance student engagement and understanding. One of the widely implemented approaches is Game Based Learning (GBL). This study aimed to examine the overall effect of GBL on students’ mathematics learning outcomes and to identify differences in effect sizes based on game type, sample size, and educational level through a meta-analysis approach. The study employed a meta-analysis method following the PRISMA guidelines. A total of 25 primary studies published between 2019 and 2026 that met the inclusion criteria were analyzed using JASP software. Effect sizes were calculated using Hedges’ g and synthesized through a random-effects model. The results revealed that GBL had a very large positive effect on mathematics learning outcomes, with a pooled effect size of 2.184 (95% CI [1.101, 3.268]; p < 0.001). Heterogeneity analysis indicated substantial variation among studies (Q = 1129.72; I² = 98.89%), leading to moderator analyses. The findings showed that game type (F = 0.1125; p = 0.740) and sample size (F = 0.073; p = 0.930) were not significant moderators of effect size variation. In contrast, educational level was found to be a significant moderator (F = 4.563; p = 0.009), with the largest effect size observed at the higher education level (g = 10.630). Publication bias analyses using Funnel Plot, Fail-Safe N (9076), and Trim and Fill indicated that the meta-analytic findings were highly robust and minimally affected by publication bias. These findings suggest that Game Based Learning is an effective instructional approach for improving students’ mathematics learning outcomes across different educational levels.
EFEKTIVITAS MODUL PEMBELAJARAN MATEMATIKA BERBANTUAN TEKNOLOGI DALAM MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS: SYSTEMATIC LITERATURE REVIEW Emiliana Saraswati; Meiliasari; Wardani Rahayu
SIGMA: JURNAL PENDIDIKAN MATEMATIKA Vol. 18 No. 1: Juni 2026
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/c92ac836

Abstract

Tujuan: Penelitian ini bertujuan untuk menganalisis efektivitas modul pembelajaran matematika berbantuan teknologi dalam meningkatkan kemampuan pemecahan masalah matematis. Metode: Penelitian ini menggunakan pendekatan kualitatif dengan desain kajian pustaka sistematis atau Systematic Literature Review (SLR). Subjek penelitian melibatkan 10 artikel ilmiah terkait yang diterbitkan dalam rentang tahun 2021 hingga 2026. Teknik analisis data dilakukan secara deskriptif kualitatif terhadap konten artikel yang relevan dengan fokus kajian. Hasil: Hasil temuan menunjukkan bahwa modul pembelajaran matematika berbasis teknologi seperti video interaktif, Augmented Reality (AR), GeoGebra, Liveworksheet, Canva, dan Artificial Intelligence (AI) efektif meningkatkan kemampuan pemecahan masalah matematis siswa. Integrasi teknologi dalam e-modul tersebut terbukti memberikan dampak positif, meliputi peningkatan kepercayaan diri siswa dalam menyelesaikan soal menantang, pengoptimalan strategi pemecahan masalah, serta pembentukan pemahaman konsep yang lebih mendalam. Simpulan: Temuan penelitian ini mengindikasikan bahwa inovasi media digital interaktif berkontribusi penting dalam memperkuat kompetensi matematis siswa. Oleh karena itu, pendidik perlu mengintegrasikan teknologi dalam modul matematika sebagai strategi untuk membangun sikap positif dan meningkatkan kualitas hasil belajar matematika.