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Career Expectations and Future Interests: A Bibliometric Analysis of The Scopus Database Riski Baroroh; Dwi Priyo Utomo; Baiduri Baiduri
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.712

Abstract

This study aims to analyze trends and discuss future career expectations and interests in science education through a bibliometric approach based on Scopus data (2019-2024). Using the PRISMA method, 363 selected articles were analyzed through VOSviewer and Excel to map publication dynamics, citations, collaboration between countries, and research focus. Results showed a significant increase in publications since 2019, with a peak in 2023-2024 due to technology adoption during the transition period since the onset of the pandemic. The United States is one of the countries with the highest number of publications (3 documents). The highest-cited publication was an article by Lent and Brown (2019) in the Journal of Vocational Behavior, which received 285 citations. This article discusses the development of Social Cognitive Career Theory (SCCT) over the past 25 years and evaluates the empirical status of the theory's interest, choice, and performance models. From 2019 to 2022, the number of documents recorded was relatively stable, with slight fluctuations around 55-57. This indicates that during this period, interest in continuing education or career expectations tended to stagnate without any significant increase. However, there was a drastic spike from 2023 to 2024, where the number of documents increased sharply from around 55 to over 80.
Students' Creativity in Making Virtual Reality Tools from Used Items for Building Materials Wibowo Juli Saputro; Baiduri Baiduri; Dwi Priyo Utomo
Electronic Journal of Education, Social Economics and Technology Vol 6, No 1 (2025)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ejeset.v6i1.804

Abstract

Technology-based learning innovations and sustainability principles are now a necessity in improving the quality of education. One of the innovative approaches is the development of Virtual Reality (VR) tools from used goods as a learning medium for building spaces. This study aims to measure the level of students' creativity in making VR tools from used items and evaluate their impact on students' engagement and perception of creativity. The method used is quantitative descriptive. The sample consisted of 48 grade VIII students at SMP Darul Ihsan Muh Sragen who were selected purposively, and research instruments in the form of creativity questionnaires and work assessment rubrics based on Torrance indicators. The data was analyzed statistically descriptively to find out the average, percentage, and standard deviation of each creativity indicator. The results showed that the average score of students' creativity reached 3 out of a maximum score of 4, with aspects of flexibility and functionality prominent. In conclusion, students showed a fairly high level of creativity in utilizing used items as VR tools, although the elaboration aspect can still be improved. This research contributes to providing an alternative learning media that is cheap, environmentally friendly, and able to encourage 21st century skills such as creativity, critical thinking, and problem-solving.