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Digital Transformation of Learning Media in Elementary Schools: A Shift from Physical Props to Augmented Reality Gunawan Gunawan; Ni Made Yeni Suranti; Imran Imran; Lovy Herayanti; Kurniawan Arizona; Fahmi Yahya
Indonesian Journal of Elementary and Childhood Education Vol. 6 No. 3 (2025): Edisi September 2025
Publisher : Indonesian Publication Center

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Abstract

The transformation of learning media in elementary schools has undergone a significant evolution, moving from a reliance on physical props to the utilization of immersive technologies. This review article aims to analyze this paradigm shift, starting from the use of static visual media to the adoption of Augmented Reality (AR). Through a literature review of various recent studies, the analysis focuses on how interactive digital platforms and gamification act as a transitional bridge before reaching the stage of AR technology, which is capable of visualizing abstract concepts in real-time. The analysis reveals that the shift to AR does not only replace the role of physical props in terms of cost and space efficiency but also provides a superior impact on enhancing student engagement, reducing cognitive load, and fostering deeper conceptual understanding. This review concludes that digital transformation in elementary schools is a crucial step in creating an adaptive and futuristic learning environment for Generation Alpha.
Development Trends of E-Modules in Science Education for Fostering 21st-Century Skills: A Narrative Review Gunawan Gunawan; Lovy Herayanti; Muhammad Hilmy As Shiddiq
Indonesian Journal of STEM Education Vol. 8 No. 1 (2026): Edisi Januari-Juni 2026
Publisher : Indonesian Publication Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67434/ijse.v8i1.1933

Abstract

The post-pandemic integration of technology in education has accelerated the transformation of teaching materials from print to digital formats. This study aims to provide a narrative review of current trends in the development of electronic modules (E-Modules) in science education, specifically focusing on fostering 21st-century skills. By analyzing recent literature (2021–2025), this review identifies a shift from mere content digitalization to the creation of complex interactive media. Key findings indicate that: (1) Current E-Module development is dominated by the integration of active pedagogical models, particularly Problem-Based Learning (PBL) and STEM (Science, Technology, Engineering, and Mathematics) approaches; (2) There is a distinctive trend of merging digital technology with local wisdom (Ethnoscience) to enhance learning relevance; and (3) The primary learning outcomes targeted are critical thinking, science literacy, and problem-solving skills. This review concludes that modern E-Modules no longer function solely as passive reading resources but as interactive learning environments that effectively bridge scientific conceptual understanding with future competency demands.
Gamification In Science and Technology Education: A Narrative Review of Implementation Trends and Educator Perspectives Gunawan Gunawan; Lovy Herayanti; Imran Imran; Fathoroni Fathoroni; Rahmatullah Rahmatullah; Muhammad Hilmy As Shiddiq; Fahmi Yahya
Indonesian Journal of Applied Science and Technology Vol. 6 No. 2 (2025): Edisi Juli-Desember 2025
Publisher : Indonesian

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Abstract

Gamification has emerged as a transformative pedagogical approach in science and technology education. This narrative review explores current implementation trends and educator perspectives by analyzing 28 selected articles published between 2016 and 2024. The study identifies key technological trends, including the integration of Virtual Reality (VR), game-based physics simulations, and Education 4.0 tools. The findings indicate that gamification significantly enhances student motivation, academic achievement, and engagement in complex scientific subjects. Furthermore, the review highlights educator perspectives, revealing that while teachers generally perceive gamification as a potent methodology, its adoption is often hindered by barriers such as limited digital self-efficacy, technical constraints, and the need for specialized training. The synthesis suggests that a successful gamified ecosystem requires a balance between immersive technology and robust pedagogical support. This review provides valuable insights for educators and policymakers seeking to integrate gamified strategies into STEM curricula to foster 21st-century skills.