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Pedagogical Design of Digital Educational Games for Improving Students’ Mathematical Concepts Understanding: A Systematic Literature Review Ni Ketut Arum; I Gede Suweken; I Made Ardana
EduMatSains : Jurnal Pendidikan, Matematika dan Sains Vol 10 No 3 (2026): January
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Kristen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33541/edumatsains.v10i3.7609

Abstract

The use of digital educational games has become a significant trend in 21st-century learning. Integrating technology into instructional activities offers a promising approach to mathematics education, particularly in enhancing students’ understanding of mathematical concepts. This study aims to analyze how the development of digital educational games can improve students’ conceptual understanding in research conducted between 2015 and 2025. Employing a Systematic Literature Review (SLR) with the PRISMA model, this study utilized the Publish or Perish 8 application to retrieve relevant articles from Scopus and Google Scholar. An analysis of 14 selected studies indicates that the development of digital educational games has a positive impact on students’ understanding of mathematical concepts. However, supporting factors such as game pedagogical design, the validity and practicality of digital educational games as instructional media must be carefully considered. Adhering to sound game-design principles is essential for creating a competitive and enjoyable learning environment that fosters students’ motivation and interest, which in turn enhances their conceptual understanding. Emotional aspects such as feelings of enjoyment, challenge, and pride after completing tasks within the game also show positive correlations with learning outcomes.
Social Constructivism Based Project Based Learning in Senior High School Mathematics Education a Systematic Review Ni Putu Sri Dianawati; I Gusti Putu Sudiarta; I Gede Suweken; I Nengah Suparta
Journal of Education and Teaching Learning Vol.4 No.1 July (2026)
Publisher : PT MEDIA JURNAL DAN PENDIDIKAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59211/mjpjetl.v4i1.141

Abstract

This study aims to systematically review the implementation of social constructivism-based Project-Based Learning (PjBL) in mathematics education at the senior high school level over the past five years. The review focuses on the forms of PjBL implementation, types of projects, characteristics of student products, project authenticity, meaningfulness, relevance to classroom time constraints, and proposed solutions. A Systematic Literature Review (SLR) method was employed by analyzing twenty-two articles retrieved from Google Scholar, DOAJ, ERIC, and SINTA databases. The article selection process followed the PRISMA framework, including identification, screening, eligibility, and inclusion stages, and the data were analyzed using a thematic approach. The findings indicate that PjBL generally aligns with social constructivist principles through collaborative activities and social interaction. However, most projects remain dominated by academic and symbolic products, such as reports and presentations, with authenticity levels categorized as low to moderate. Furthermore, limited instructional time and teachers' readiness emerge as major challenges. This review highlights a significant research gap in developing authentic and meaningful mathematics projects that support deep learning and the achievement of advanced-level competencies, providing a novel epistemological perspective on how social constructivism is practically translated into project designs.