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PENERAPAN PROBLEM BASED LEARNING DALAM PEMBELAJARAN MATEMATIKA : SYSTEMATIC LITERATURE Mitrayana Mitrayana; Dadang Juandi
EduMatSains : Jurnal Pendidikan, Matematika dan Sains Vol. 8 No. 1 (2023): Juli
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Kristen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/edumatsains.v8i1.4834

Abstract

Problem-based learning (PBL) is one of the learning models used in learning mathematics. The purpose of this study was to analyze the impact of implementing problem based learning in learning mathematics at the elementary, junior high, high school and university levels. The method used is a Systematic Literature Review (SLR) for all articles indexed in Google Scholar, ERIC and Scoopus published from 2014 to 2022. The research instrument guidelines used the PRISMA protocol adjusted to the inclusion criteria. The moderator variables involved in this study were the year of publication, education level, research class, research methods, research instruments and data analysis used. All data obtained is presented in a quantitative descriptive manner. The results of the SLR research show that research on the application of problem-based learning in mathematics learning has received good attention, especially in 2019. This research was predominantly carried out at the junior high school level in class VIII. The study is dominated by quantitative research methods with more than one research instrument. The majority of studies use research data analysis which uses descriptive analysis
Augmented Reality Research in Middle Schools: Bibliometric Review Fadli Agus Triansyah; Mitrayana Mitrayana; Fitri Yanti; Andi Rabuandika; Ilham Muhammad
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i1.268

Abstract

Augmented Reality is a technology that helps 3D virtual objects to be viewed interactively in the real world. Implementing Augmented Reality into the learning process has a great opportunity to get various benefits. The purpose of this study is to capture research landscapes related to Augmented Reality in high school learning from 2009 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is the Scopus database. Augmented Reality research publications in secondary schools from 2009 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States and China are the most influential countries in this field. The focus of research related to Augmented Reality in secondary schools is 1) technology, motivation, and environment; 2) games and interests; 3) achievement and development. The keyword Augmented Reality is not directly related to science learning. The game keywords are not directly related to the outcomes keywords. This novelty can be useful for further research examining a theme similar to this research. The new themes related to this field are science learning, mathematics education, concepts, and spatial abilities.