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Evaluasi Pembelajaran IPA Berbasis Kurikulum Merdeka Utami, Nita; Nuraini, Ika Aprianti; Selomita, Selomita; Baulaun , Trivonia Metrisiana; Setyawan, Dhimas Nur; Septiani, Devi; Astuti, Nuryani Dwi
Journal of Education Research Vol. 6 No. 4 (2025)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v6i4.2843

Abstract

Pembelajaran IPA dalam Kurikulum Merdeka menekankan pendekatan yang holistik dan berpusat pada peserta didik. Penelitian ini bertujuan untuk mengkaji prinsip pengukuran, penilaian, dan evaluasi pembelajaran IPA melalui tiga jenis assessment: diagnostik, formatif, dan sumatif. Metode yang digunakan adalah studi kepustakaan dengan menganalisis 30 artikel nasional dan internasional serta buku ilmiah yang diterbitkan antara tahun 2020 hingga 2025. Pencarian literatur dilakukan secara sistematis menggunakan Google Scholar dan perangkat Publish or Perish, kemudian dianalisis menggunakan pendekatan content analysis. Hasil studi menunjukkan bahwa masing-masing jenis asesmen memiliki peran yang saling melengkapi: asesmen diagnostik mengidentifikasi kesiapan belajar peserta didik, asesmen formatif memberikan umpan balik selama proses pembelajaran, dan asesmen sumatif mengevaluasi pencapaian akhir secara menyeluruh. Ketiga bentuk asesmen ini efektif jika diintegrasikan berdasarkan prinsip validitas, reliabilitas, objektivitas, dan keberpihakan terhadap murid. Temuan ini menunjukkan pentingnya pemahaman menyeluruh terhadap asesmen untuk menciptakan pembelajaran IPA yang adaptif, bermakna, dan berbasis kompetensi.
Trends and Impacts of Virtual Reality and E-Mobility Integration in Vocational Education and Training Johan, Arif Bintoro; Hadi, Samsul; Handoyono, Nurcholish Arifin; Kuncoro, Krida Singgih; Setyawan, Dhimas Nur; Septiani, Devi; Sulistyowati, Fitria; Kusumaningrum, Betty; Erlangga, Sony Yunior
Wacana Akademika: Majalah Ilmiah Kependidikan Vol 9 No 2 (2025): November 2025 (In Progress)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/wacanaakademika.v9i2.21132

Abstract

This bibliometric study analyzed 309 Scopus-indexed documents (2007–2026) to examine research trends integrating Virtual Reality (VR), electric bicycle conversion, and vocational education. The study used a bibliometric approach to map scientific developments at the intersection of VR, e-mobility, and vocational education. Findings indicate that this field is rapidly developing, with an annual growth rate of 3.72% and a very young average document age (2.08 years). China, India, and the United States dominate publications, while Europe leads in international collaboration. Through thematic mapping, VR was identified as a key link bridging sustainability, transportation safety, and smart city technology. VR and electric vehicle development were among the Basic Themes, while transportation safety emerged as a Motor Theme with strong momentum. However, the analysis revealed a critical gap: the lack of engagement with vocational education and e-learning topics. The lack of exploration of VR as a training tool for electric bicycle conversion in vocational high schools suggests a broad research opportunity. This study emphasizes the importance of integrating immersive simulation and competency-based learning to prepare a skilled workforce in the future sustainable transportation sector.
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.
Mapping the global landscape of Roblox-based learning research in a bibliometric analysis Trisniawati, Trisniawati; Rhosyida, Nelly; Kuncoro, Krida Singgih; Septiani, Devi; Sulistyowati, Fitria; Kusumaningrum, Betty; Erlangga, Sony Yunior; Setyawan, Dhimas Nur; Sain, Zohaib Hassan
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.v13i3.21333

Abstract

Roblox has emerged as a prominent platform-based learning environment that bridges gamification, immersive virtual worlds, and interactive pedagogies. Despite its growing adoption in educational contexts, the global research landscape on Roblox Education has not yet been systematically mapped. This study aims to analyze the structure, dynamics, and thematic evolution of scholarly publications related to Roblox-based learning within the Scopus database from 2020 to 2025. Using a bibliometric approach supported by performance analysis and science mapping techniques in Biblioshiny, this study examines 37 documents indexed in 26 sources, involving 214 authors and an annual growth rate of 58.49%. The findings reveal high collaboration intensity (8.78 co-authors per document) and considerable academic influence, with an average of 69.97 citations per publication. Korea, the United States, Indonesia, India, Spain, and China emerged as leading contributors to the field. Science mapping shows four dominant thematic structures: (i) metaverse and virtual reality as motor themes; (ii) Roblox, education, artificial intelligence, and e-learning as basic themes; (iii) educational alternatives and niche digital environments as highly developed but isolated themes; and (iv) emerging or declining themes, including avatars, computational theory, and video games. Trend analysis indicates a strong shift from conventional e-learning toward immersive, metaverse-driven, and game-based pedagogies between 2022 and 2024. Reference spectroscopy highlights 2020–2023 as a pivotal period marked by rapid theoretical expansion following global pandemic-related digitization. Overall, the findings demonstrate that Roblox Education represents a rapidly maturing and multidisciplinary research domain, with substantial potential to support experiential learning, digital creativity, and the remediation of learning loss. Implications for future research include the integration of adaptive AI, immersive assessment frameworks, and curriculum-level adoption of platform-based learning.