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Fokus Penelitian Berpikir Kritis Siswa dalam Pembelajaran Ekonomi: Bibliometrik Analisis 2019-2023 Triansyah, Fadli Agus; Suwatno, Suwatno; Supardi, Endang
Jurnal Simki Pedagogia Vol 6 No 1 (2023): Volume 6 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v6i1.226

Abstract

Critical thinking is understanding, analyzing, evaluating information, and making reasoned and rational decisions. This ability is one of the essential skills for students in solving problems and making decisions in everyday life. The purpose of this study is to identify publications related to critical thinking in economics learning and to describe the characteristics of this research. The bibliometric analysis method was used in this study. The research results show that the number of publications related to critical thinking in economics studies will increase yearly from 2019 to 2023. Meanwhile, the most significant number of documents come from Indonesia. OSF Preprints holds the top position as an institution or publisher with 14 papers. At the same time, the author with the most citations is Abbas with 17 citations, followed by Aslamiah with 17 citations, and Fitriyah with ten citations. New themes emerging in this field are "learning," "application," and "development." Therefore, these new themes can become new material for further research that addresses this field.
Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023 Muhammad, Ilham; Triansyah, Fadli Agus; Fahri, Ardian; Gunawan, Ashari
Jurnal Simki Pedagogia Vol 6 No 2 (2023): Volume 6 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v6i2.301

Abstract

Game based learning is game-based learning that involves games in the educational process, aiming to increase learning activities. The purpose of this study is to capture research landscapes related to game-based learning in high school learning from 2005 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is from the Scopus database. Game based learning research publications in secondary schools from 2005 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States of America is the most influential country in this field. The focus of research related to Game based learning in secondary schools is, 1) computational thinking and understanding; 2) science, technology and development; 3) experience and environment. New themes related to Game based learning research in secondary schools are self-efficacy, computational creativity, inquiry, ar technology and mathematical problems.