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Strategic Innovation in Improving 21st Century Competencies at SMPN 46 Surabaya Musafa’ah, Ani; Arbi, Anggun Purnomo; Kasinta, Shofia Permata
Gudang Jurnal Multidisiplin Ilmu Vol. 2 No. 4 (2024): GJMI - APRIL
Publisher : PT. Gudang Pustaka Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/gjmi.v2i4.416

Abstract

Today's education faces the challenge of preparing students with competencies that are relevant to the demands of the times. This research aims to explore innovative strategies in improving 21st Century competencies at SMPN 46 Surabaya. The research method involved classroom observation, interviews with teachers, and document analysis. Findings show that project-based learning, the use of interactive technology, cooperative learning models, and student-centered approaches are effective in developing 21st Century competencies. In addition, simulation activities, innovative curriculum development, special extracurricular programs, and continuous teacher training also play an important role. The conclusions emphasize the need for inclusive and innovative learning approaches in dealing with the demands of modern education. The findings provide a strong foundation for the development of effective learning strategies to improve students' 21st Century competencies in the future.
PENGEMBANGAN GAME EDUKASI MONOPOLI BERBASIS ANDROID MENGGUNAKAN ADOBE ANIMATE UNTUK MENINGKATKAN PEMAHAMAN STATISTIKA SMA Kasinta, Shofia Permata; Prihartiwi, Nina Rinda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62415

Abstract

21st-century education requires students to have digital literacy and to be able to adapt to the dynamic changes of the times. Digital literacy is closely related to the ability to process and interpret information from data, which is part of mathematical literacy, particularly in Statistics. However, the mathematical literacy achievement of Indonesian students remains relatively low, accompanied by low learning motivation due to boredom in learning activities that are still dominated by printed books. This research aims to (1) describe the development process of an Android-based educational game on high school Statistics using Adobe Animate, and (2) analyze the development results based on the perception, performance, and learning aspects. This study is a Research and Development (R&D) study employing the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model, conducted at Surabaya State Senior High School 18 with a trial subject of one 10th-grade class consisting of 29 students. Data were collected through interview guidelines, validation sheets, response questionnaires, motivation questionnaires, and pretest-posttest questions, then analyzed both qualitatively and descriptively-quantitatively. The results showed that the Polytix (Monopoly Statistix) educational game was rated highly valid based on the assessments of media experts (84.8%) and material experts (91.25%). In the perception aspect, student and teacher responses were positive, with percentages of 75.07% and 93.75%, respectively. In the performance aspect, student learning motivation was in the high category (75.16%). In the learning aspect, there was an increase in learning outcomes with an average N-gain of 0.45, categorized as moderate. Overall, the Polytix media can be used as a valid independent practice medium for high school Statistics, has received positive responses, and is capable of boosting motivation and improving student understanding.