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Design of algebra digital book on mixed reality-based to improve learner's numeracy literacy Nugroho, Aryo Andri; Dwijayanti, Ida; Prayito, Muhammad; Noordin, Muhammad Khair; Fenyvesi, Kristof
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 9 Issue 4 October 2024
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v9i4.4745

Abstract

The development of digital technology in the world of education is currently growing very rapidly, one of which is digital books. Digital books become more interesting if they can present the real environment around students in a virtual form. One technology that can present the real world environment into digital objects and can interact is Mixed Reality. The purpose of this research is to produce a Mixed Reality-based Digital Book on algebra material that is valid and feasible to use in improving students' numeracy literacy skills so that it can support learning. This study uses the Borg and Gall research and development pattern method. Data is taken through expert validation and readability tests for product testing. In the media expert validation which includes general aspects, aspects of learning presentation, aspects of language feasibility, aspects of graphics meet the valid criteria with an average value of five validators 89.2%. In the material expert validation which includes general aspects, aspects of material substance, learning aspects, aspects of usefulness meet the valid criteria with an average score of five validators 92.6%. In the readability test, teachers and lecturers obtained an average of 86% and the readability test on students obtained an average of 80%. Based on the results of media and material validation along with the Mixed Reality-based Digital Book readability test on algebra material, it is concluded that it is valid and feasible to use. The implication of this research is that it makes it easier for students to learn by using digital books to support learning in the classroom so that they can improve their achievement.
Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach Budiyanto, Cucuk Wawan; Fenyvesi, Kristof; Maharani, Yustika Indah; Yuana, Rosihan Ari; Nashiroh, Putri Khoirin; Latifah, Rizka
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.78486

Abstract

Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality.