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Optimalisasi Kemampuan Berpikir Kritis melalui Kombinasi Model Problem Based Learning dengan Flipped Learning Bagiani, Ni Luh Putu; Agustini, Ketut; Suartama, Kadek
Ideguru: Jurnal Karya Ilmiah Guru Vol. 10 No. 3 (2025): September 2025 Edition
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i3.1929

Abstract

Kemampuan berpikir kritis siswa merupakan salah satu dimensi profil lulusan dan menurut beberapa penelitian masih rendah. Tujuan penulisan ini untuk mengetahui dan mendeskripsikan pengaruh kombinasi model problem based learning (PBL) dengan flipped learning (FL) terhadap optimalisasi kemampuan berpikir kritis siswa. Tinjauan pustaka ini ditulis dengan metode Systematic Literature Review, dengan prosedur PRISMA. Melalui strategi pencarian, ditemukan 200 artikel dalam rentang tahun 2021 hingga 2025. Secara sistematis dan bertahap, dipilih 22 artikel yang sesuai dengan topik penelitian. Penelitian kombinasi model PBL dengan FL ditemukan terbanyak pada tahun 2023 di berbagai jenjang, kecuali PAUD. Penelitian terbanyak terkait pengaruhnya pada kemampuan berpikir kritis siswa pada mata pelajaran IPA dan Matematika. Dapat disimpulkan bahwa penerapan kombinasi PBL dengan FL berpengaruh positif pada kemampuan berpikir kritis siswa dari SD hingga PT terutama pada bidang eksakta. Penerapan kombinasi ini masih terbatas ditemukan pada bidang non eksata, sehingga menjadi peluang bagi peneliti selanjutnya mengembangkan model kombinasi ini pada mata pelajaran non eksakta.
Development of Interactive Multimedia Based on Gamification Learning to Improve Learning Outcomes for Children with Disabilities Sherafim, Zefanya; Suartama , I Kadek; Prabawa, Dewa Gede Agus Putra
ALACRITY : Journal of Education Volume 6 Issue 1 Februari 2026 | IN PRESS
Publisher : LPPPI Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52121/alacrity.v6i1.1003

Abstract

This research and development aims to produce a gamification-based interactive multimedia called "Bigame" (Game Self-Development) to improve self-development learning outcomes in the Clothing and Accessories Introduction material for students with disabilities. The research was motivated by low cognitive learning outcomes due to abstract material, monotonous learning methods, and the lack of interactive media that was suitable for students' characteristics. The method used is Research and Development (R&D) with the ADDIE model including the Analysis, Design, Development, Implementation, and Evaluation stages. Data was collected through observations, interviews, questionnaires, and tests. The validity of the product is assessed by subject matter experts, learning design experts, and media experts. Practicality is tested through individual, small group tests, and teacher assessments. Effectiveness was analyzed using pre-test and post-test on 15 students with a pair sample t-test. The results showed that Bigame was systematically developed according to the ADDIE model and had "excellent" qualifications with a validity percentage of 97.14% of material experts, 97.33% of media experts, and 98% of design experts. Practicality by teachers reached 96.67% with positive student responses. The average score increased from 64.67 to 76.07 with a significance of 0.001 (<0.05) and a high effect size. It can be concluded that gamification-based interactive multimedia "Bigame" is valid, practical, and effective in improving the learning outcomes of self-development, especially clothing and accessory recognition materials, in students with disabilities.
Development of Augmented Reality (AR) Learning Media with the Project-Based Learning Model to Improve Motivation and Learning Outcomes in Projection Drawing Romi Hartono; Warpala, I Wayan Sukra; Suartama, Kadek
Jurnal Teknologi Informasi dan Pendidikan Vol. 19 No. 1 (2026): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v19i1.1099

Abstract

The low level of students’ spatial understanding and the limited availability of dynamic visual media capable of facilitating three-dimensional object representation in projection drawing learning constitute a strategic educational problem. Students often experience difficulties in visualizing spatial relationships, which affects both their motivation and learning outcomes. To address this issue, this study developed augmented reality (AR) learning media using the 4D development model, consisting of Define, Design, Develop, and Disseminate stages. The purpose of this research was to improve students’ learning motivation and learning outcomes in projection drawing instruction. This research was conducted in the Visual Arts Education Study Program at Universitas Pendidikan Ganesha, involving 22 students as research subjects. Data were collected through interviews, observations, questionnaires, tests, and documentation. The research instruments included expert validation sheets, motivation questionnaires, and learning outcome tests. All instruments were validated by content experts, media experts, and instructional design experts. Data analysis techniques comprised descriptive analysis, normality testing, Wilcoxon tests, paired-sample t-tests, and N-gain analysis to determine the effectiveness of the developed media. The results showed that the AR learning media was highly feasible, with a validation score of 91% from content experts and 88% from media experts. Individual, small-group, and field trials indicated positive student responses, with acceptance rates between 81% and 91%. The mean pretest score increased from 41.00 to 72.41 in the posttest, with an N-gain value of 0.52 (moderate category). Students’ learning motivation also increased significantly (p = 0.000). Therefore, the developed AR media is feasible and effective for projection drawing learning.
Efektivitas Multimedia Gamifikasi dalam Pembelajaran Berpikir Komputasional di SMP: Systematic Literature Review Monemnasi, Yuventus; Agustini, Ketut; Suartama, I Kadek
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 2 (2026): Article in Press
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i2.5296

Abstract

The implementation of the Merdeka Curriculum emphasizes the strengthening of Computational Thinking (CT) skills as an essential competency in informatics learning at the junior high school level. However, CT instruction in junior high schools still faces several challenges, including low student motivation and engagement, limited availability of interactive learning media, and varying levels of teacher readiness in integrating technology. This study aims to analyze the effectiveness of gamification-based multimedia in improving junior high school students’ CT skills, identify supporting and inhibiting factors in its implementation, and map research gaps in studies published between 2021 and 2025. The research employed a Systematic Literature Review (SLR) method following the PRISMA protocol. Literature searches were conducted through Google Scholar, ERIC, and Scopus databases, resulting in 21 scientific articles that met the inclusion criteria. Data were analyzed using thematic synthesis to examine gamification strategies and their impacts on CT indicators, namely algorithmic thinking, decomposition, pattern recognition, and abstraction. The findings indicate that gamification strategies such as point–level–badge systems, progressive challenges, interactive simulations, and digital puzzles are consistently effective in enhancing algorithmic thinking, decomposition, and pattern recognition. In contrast, improvement in the abstraction component remains relatively limited and requires additional reflective and concept-oriented instructional approaches. The success of gamification implementation is influenced by interactive media design, instant feedback, and increased student motivation, while major challenges include limited ICT infrastructure and teachers’ digital competence. The novelty of this article lies in its cross-study synthesis of empirical research from 2021 to 2025, which systematically maps the dominant patterns of CT improvement within the context of junior high school education and the implementation of the Merdeka Curriculum. These findings provide both conceptual and practical contributions to the development of more effective and sustainable informatics learning.
Systematic Literatur Review Peran E-Modul Interaktif untuk Membangun Literasi Siswa Ni Ketut Martini; Ketut Agustini; I Kadek Suartama
Didaktika: Jurnal Kependidikan Vol. 14 No. 3 Agustus (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2532

Abstract

Penelitian ini bertujuan untuk melakukan identifikasi secara sistematis pengaruh e-modul interaktif untuk membangun literasi siswa melalui tinjauan literatur selama empat tahun terakhir. Metode yang akan digunakan adalah Systematic Literature Review (SLR) yang melibatkan analisis terhadap 19 artikel ilmiah yang relevan dan terindeks ISSN. Artikel-artikel ini dipilih berdasarkan kriteria tertentu, yaitu topik yang membahas peran e-modul interaktif dalam literasi siswa, publikasi dalam rentang waktu 2021 hingga 2024, serta terbit di jurnal yang terakreditasi. Proses pencarian literatur dilakukan melalui database akademik, seperti Google Scholar dan Publish or Perish, untuk memastikan artikel yang dipilih memenuhi standar kualitas yang diharapkan. Fokus penelitian ini mencakup tiga aspek utama, yaitu (1) jenis aplikasi yang paling sering digunakan dalam membangun e-modul interaktif; (2) jenjang pendidikan yang paling sering mengimplementasikan e-modul interaktif; (3) komponen literasi yang diteliti melalui penggunaan e-modul interaktif seperti literasi digital, literasi sains, literasi numerasi, literasi budaya, literasi statistik dan lain-lain. Hasil kajian menunjukkan bahwa jenis aplikasi interaktif yang paling banyak digunakan dalam membangun e-modul interaktif adalah Kvisoft Flipbook Maker. Jenjang SMP menjadi tingkat pendidikan yang paling dominan menggunakan e-modul interaktif dan literasi digital merupakan komponen yang paling sering diteliti dalam penggunaan media ini. E-modul interaktif terbukti efektif meningkatkan literasi siswa karena karena mampu menyajikan konten yang menarik, interaktif dan memfasilitasi pembelajaran yang mandiri dan bermakna. Penggunaan e-modul interaktif ini juga membantu siswa mengembangkan keterampilan literasi yang diperlukan untuk sukses di era digital. Kata kunci: e-modul interaktif, literasi siswa, media interaktif
Project Based Game Learning Effectiveness In 21st Century Classrooms: A Literature Review Angel Ardila Suci Q A; Ketut Agustini; I Kadek Suartama
Didaktika: Jurnal Kependidikan Vol. 14 No. 3 Agustus (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2705

Abstract

21st century education demands a learning model that can foster critical thinking, creativity, collaboration and communication skills. One of the emerging models to answer this challenge is Project-Based Game Learning (PjGBL), which integrates a project-based approach with elements of educational games. This study aims to examine the application of PjGBL through the Systematic Literature Review (SLR) method on 13 selected articles in the range of 2020-2024. Articles were analyzed based on research subjects, education levels, subjects, learner characteristics, focus of learning outcomes, and approaches used. The review results show that PjGBL is most commonly applied at the higher education level (S1), especially in Mathematics and Science subjects, and is dominantly applied to students with visual kinesthetic characteristics. The focus of the most frequently developed outcomes are critical thinking (7 articles), collaboration and creativity (5 articles). In terms of approach, constructivism is the most dominant approach because it is aligned with the principles of active and participatory learning. This model is also most effective in middle grades with between 30 and 60 students. This study illustrates that PjGBL is a potential innovative learning model in supporting the development of 21st century competencies holistically.
Design and Optimization of Mobile Learning Resources within the Framework of User Experience Oriented Educational Technology Jing, Hou; Suartama, I Kadek; Parwati, Ni Nyoman
Jurnal Paedagogy Vol. 13 No. 2 (2026): April (IN PRESS)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i2.19415

Abstract

This study aims to examine the effectiveness of designing and optimizing mobile learning resources within a user oriented educational technology framework in enhancing students’ learning engagement in higher education. The study employed a mixed methods approach with an explanatory sequential design. Participants were undergraduate students from Tianjin University of Technology selected through purposive sampling to ensure comparable academic backgrounds. Two intact classes were assigned as the experimental and control groups to maintain ecological validity. The experimental group consisted of 199 students, while the control group consisted of 200 students, resulting in a total sample of 399 participants (N = 399). Quantitative data were collected using validated scales measuring learning support, competence support, emotional support, learning self efficacy, learning engagement, were analyzed using ANCOVA, MANOVA, regression and mediation analysis. Qualitative data were obtained from learning behavior logs, classroom observations, and semi structured interviews and analyzed thematically. The results indicate that all three support dimensions significantly and positively influenced learning engagement, both directly and indirectly through learning self efficacy as a partial mediator. Learning support emerged as the strongest predictor of engagement, followed by competence and emotional support. These findings suggest that effective mobile learning is not determined by technological access alone, but by the quality of user-oriented learning experiences. This study provides empirical evidence that the MOVES framework offers a robust foundation for designing mobile learning resources that foster sustained engagement, self efficacy, and meaningful learning in digitally mediated higher education environments.
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