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Pengembangan media komik materi penjumlahan bilangan cacah kelas II SDN Randusari Yogyakarta Alridhayansah, Egi; Trisniawati, Trisniawati; Muanifah, Mahmudah Titi; Rhosyida, Nelly; Angreini, Dewi
Trihayu: Jurnal Pendidikan Ke-SD-an Vol 12 No 2 (2026): Trihayu: Jurnal Pendidikan Ke-SD-an
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/trihayu.v12i2.21101

Abstract

This study aims to (1) develop a feasible learning comic media named KOJUMCAH (Whole Number Addition Comic) for second-grade students at SDN Randusari, (2) describe the feasibility of KOJUMCAH learning media (Whole Number Addition Comic) in the second grade of SDN Randusari, and (3) describe student responses to the use of educational comic media in learning whole number addition in the second grade of SDN Randusari. This research is a Research and Development (R&D) study. The development steps used are based on Borg and Gall's development procedure theory, limited to 7 steps: potential and problems, data collection, initial product development, expert validation, design revision, limited product trial, and revision of limited product trial results. This research was conducted at SDN Randusari with a subject of 8 second-grade students (limited product trial). Data collection techniques used were observation, interviews, and questionnaires. Data analysis techniques used were qualitative and quantitative data analysis. The results of this study are as follows: (1) The development of the KOJUMCAH media, which presents a storyline-based learning of mathematics for second-grade elementary students. (2) The feasibility of the product based on validation results shows a score percentage of 80.83% from the material expert, 98.61% from the media expert, and 98.61% from the second-grade teacher, indicating that the product falls under the "very feasible" category. (3) Student responses were highly positive, with an average percentage of 88.9%, also indicating a "very feasible" category. Based on these results, it can be concluded that the KOJUMCAH (Comic on Addition of Whole Numbers) media is feasible to be used as an alternative learning media for teaching addition of whole numbers in second-grade elementary mathematics, as it meets the "very feasible" criteria based on expert validations and received highly positive responses from students.
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.