Claim Missing Document
Check
Articles

Machine learning integrated virtual and augmented reality in education: A systematic literature review and bibliometric analysis (2015–2025) Agustito, Denik; Harini, Esti; Trisniawati, Trisniawati; Sari, Eka Yulia; Nadzeri, Mohamad Basri; Kuncoro, Krida Singgih; Kusumaningrum, Betty; Setyawan, Dhimas Nur
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 13 No 3 (2025)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v13i3.21319

Abstract

The integration of machine learning (ML) with immersive technologies—Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Extended Reality (XR)—has generated significant momentum in educational innovation over the past decade. ML-enhanced immersive environments now support adaptive feedback, multimodal sensing, pose estimation, automated performance evaluation, and real-time learning analytics, offering new pathways for personalized and experiential learning. Despite rapid growth, existing research remains fragmented across domains such as engineering, health, arts, and language education, with limited synthesis explaining how these studies connect, evolve, and shape the knowledge structure of ML–VR/AR research. To address this gap, this study conducted a combined Systematic Literature Review (SLR) and bibliometric analysis of Scopus-indexed publications from 2015 to 2025. Eligibility assessment resulted in 58 studies included in the final analysis. Bibliometric findings show consistent growth in ML–VR/AR educational research, with publications spread across diverse journals and domains. This review offers a comprehensive mapping of scientific influence, thematic structure, and developmental trajectories in ML–VR/AR educational research. Findings provide a foundation for advancing adaptive immersive learning models, strengthening theoretical integration, and guiding future ML-driven XR innovations across educational contexts.
Kemampuan Berpikir Kritis Matematis Siswa SMP Dalam Menyelesaikan Masalah Bilangan Bulat Ditinjau Dari Minat Belajar Sukiyanto; Dewi Anggreini; Denik Agustito
Journal of Innovative and Creativity Vol. 6 No. 1 (2026)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v6i1.7748

Abstract

Tujuan penelitian ini untuk mengetahui kemampuan berpikir kritis siswa dalam menyelesaikan masalah pada bilangan bulat. Materi bilangan bulat ini memiliki konsep yang berhubungan dengan bilangan real, aljabar, bangun datar, bangun ruang, yang akan dipelajari lebih lanjut pada tingkat universitas. Jenis penelitian yang digunakan adalah penelitian deskriptif dengan pendekatan kualitatif. Subjek dari penelitian ini adalah siswa SMP Muhammadiyah Imogiri. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah 1) observasi dan dokumentasi, untuk mencatat perilaku siswa selama proses penyelesaian masalah. 2) Wawancara: bertujuan untuk memahami dan mendalami proses berpikir kritis siswa; 3) tes bertujuan untuk mengidentifikasi pola berpikir kritis siswa dalam menyelesaikan soal bilangan bulat. Teknik analisis data yang digunakan pada penelitian ini, yaitu: 1) Reduksi data; 2) Penyajian data; dan 3) Penarikan kesimpulan. Instrumen pengumpulan data pada penelitian ini adalah soal tes bilangan bulat. Berdasarkan analisis kuantitatif, terdapat peningkatan kemampuan siswa setelah diberikan perlakuan. Peningkatan ini ditunjukkan oleh rata-rata gain sebesar 7 poin. Meskipun nilai gain normalisasi menunjukkan kategori peningkatan yang masih rendah (g = 0,111), hal ini membuktikan adanya pengaruh positif dari perlakuan terhadap hasil belajar siswa.
Understanding quantified statements in mathematics learning at the university Agustito, Denik; Setiana, Dafid Slamet; Sukoco, Heru; Kuncoro, Krida Singgih
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 3 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i3.16105

Abstract

The objective is to provide knowledge for pure mathematics and mathematics education students to understand quantified statements so that they can easily comprehend the meaning of mathematical propositions and facilitate their proof. The method used in this research is a literature review by collecting various sources such as books or scientific writings related to the logic used to understand mathematics, specifically related to quantifiers, both universal and existential quantifiers. When mathematics and mathematics education students understand the quantified statement ∀x[Px], what they do is take any (cannot choose specific) x, and it must be proven that x satisfies property P. Then, to understand the quantified statement ∃x[Px], what is done is to choose (at least one) x, and it must be proven that x satisfies property P. When mathematics and mathematics education students understand the multi-quantifier statement ∀x∃y[P(x,y)], what is done is to take any (cannot choose specific) x, then find (at least one) y (depending on x), and x, y must satisfy property P. Then, to understand the multi-quantifier statement ∃y ∀x[P(x,y)] or ∃y [P(x,y)∀x], what is done is to choose y (independent of x) and it must be proven that y satisfies property P along with all x.
Quality of an Ethnomathematics Based Pop-Up Book Media on Fractions for Primary School Astiningtyas, Sherly Nabila; Trisniawati, Trisniawati; Rhosyida, Nelly; Titi Muanifah, Mahmudah; Widodo, Sri Adi; Agustito, Denik; Rufaidah, Desy; Putu Suardipa, I; Hadi, Windia
RANGE: Jurnal Pendidikan Matematika Vol. 7 No. 2 (2026): Range Januari 2026
Publisher : Pendidikan Matematika UNIMOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jpm.v7i2.9794

Abstract

This research is driven by the urgency of comprehending the basic concepts of fractions found in grade II students. These problems indicate the requirement for enhancing interactive and contextual learning media such as ethnomathematics-based fraction pop-up book media. So, this research aims to see the quality of ethnomathematics-based fraction pop-up book media that is feasible in terms of validity and practicality. This research was performed at SD Negeri 1 Salakan Bantul, with the research subjects being grade II students totalling 22 students. This study uses R&D research using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The data collection techniques used were observation, interview, and questionnaire. The data analysis technique used qualitative and quantitative analysis. The outcomes showed that the ethnomathematics-based fraction pop-up book media met the valid and practical criteria. This can be found in the validation result by media experts and material experts who show "Very Valid" criteria, with a percentage value of media experts of 97.33% and material experts of 93.33%. The assessment was also undertaken regarding the practicality of utilizing the product that showed the criteria ''Very Practical'' by acquiring teacher response scores of 98.67% and students of 98.63%. Based on the data fulfilled, it can be concluded that the ethnomathematics-based fraction pop-up book media is feasible in terms use as an alternative learning media in learning mathematics fraction material in grade II elementary school. Fraction pop-up book media based on ethnomathematics can strengthen comprehension of fraction material by integrating local culture.
PENGARUH MEDIA PEMBELAJARAN MATEMATIKA BERBASIS GAME EDUKASI KAHOOT PADA PEMBELAJARAN TATAP MUKA TERBATAS Sukiyanto Sukiyanto; Betty Kusumaningrum; Dewi Anggreini; Denik Agustito
Jurnal Karya Pendidikan Matematika Vol 10, No 1 (2023): Jurnal Karya Pendidikan Matematika Volume 10 Nomor 1 Tahun 2023
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jkpm.10.1.2023.21-26

Abstract

Learning is an activity that is arranged in a planned and systematic manner by involving information and the environment to facilitate students in learning. Efforts that can be made by schools to continue to achieve learning goals during the pandemic, one of which is by implementing limited face-to-face learning. Limited face-to-face learning is learning that implements the Covid-19 prevention process and pays attention to the preparations made by schools before the start of learning, to ensure that learning takes place safely, clearly determining the number of days and hours for the division of limited study groups to be carried out. To see the success of learning mathematics during the learning process. It takes one of the use of learning media that is fun for students. Thus, to overcome this problem, researchers chose to use online-based learning media, namely Kahoot. Kahoot can be accessed at www.kahoot.com which is connected to the internet. During the evaluation at the end of the lesson using the Kahoot application, it can keep students excited and not watching during the learning process. Thus, the purpose of this study is to find out how the use of kahoot learning media in the face-to-face learning process is limited to learning mathematics. While the instruments used in this study were tests, questionnaires and observations. The test questions used in the use of the Kahoot application are 5 questions for each quiz that is carried out 3 times. The test given to students is in the form of multiple-choice questions on the class VII integer material. The questionnaire in this study was in the form of closed questions or statements, aiming to find out the student's response to the evaluation tool that would be given.
Pelatihan Media Pembelajaran Interaktif Berbasis Game Edukasi Kahoot Di SMP Pada Materi Bilangan Bulat Dewi Anggreini; Sukiyanto Sukiyanto; Denik Agustito
Jurnal Penelitian dan Pengabdian Masyarakat Vol. 4 No. 1 (2026): February 2026
Publisher : Yayasan Pondok Pesantren Sunan Bonang Tuban

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61231/2mgy1t42

Abstract

Enjoyable learning can influence student learning outcomes. Learning success is influenced by several factors, one of which is the learning media factor. Technology-based learning media is very likely to overcome problems that often arise in the world of learning. Because technology has a very important role in developing innovation, ideas or concepts in learning. With technology, learning can be packaged into games, one of which is the Kahoort educational game. The priority problems faced by junior high schools are: (1) Weak student understanding of negative integers (-). The solution to overcome this problem is: Improving student understanding by using Kahoort educational game-based learning media; (2) Teachers need innovation in learning. The solution to overcome this problem is: Introducing students to interactive learning media based on Kahoort educational games. The implementation of this community service uses a training method, using quantitative. The community service instrument uses a questionnaire. The results obtained are that this community service received high enthusiasm from community service participants (training) and partners where the community service was held.