Penelitian ini bertujuan memetakan tren pengembangan media pembelajaran berbasis teknologi untuk meningkatkan literasi matematika serta menelaah karakteristik efektivitasnya pada publikasi tahun 2020–2025. Metode yang digunakan adalah systematic literature review dengan alur PRISMA. Artikel dikumpulkan melalui penelusuran literatur terstruktur, kemudian diseleksi berdasarkan kriteria inklusi dan eksklusi hingga diperoleh 28 artikel yang relevan. Data diekstraksi untuk mengidentifikasi jenis platform yang digunakan, jenjang pendidikan sasaran, serta temuan utama terkait validitas, kepraktisan, dan efektivitas media terhadap literasi matematika. Hasil kajian menunjukkan adanya pergeseran dari perangkat lunak yang kompleks menuju platform no-code dan gamifikasi, seperti Canva dan Wordwall. Implementasi media paling banyak dilaporkan pada jenjang SMP. Secara umum, media interaktif yang ditinjau dinilai valid dan praktis serta menunjukkan dampak peningkatan literasi matematika pada kategori sedang hingga tinggi. Efektivitas paling kuat muncul ketika media dirancang kontekstual dan mendorong keterlibatan kognitif siswa melalui aktivitas penalaran, pemodelan, dan interpretasi representasi. Temuan ini menegaskan bahwa keberhasilan media lebih ditentukan oleh kualitas desain pembelajaran daripada kecanggihan aplikasinya, serta merekomendasikan strategi integratif dengan memadukan no-code, gamifikasi, dan perangkat math-specific secara terarah sesuai tujuan belajar. This study aims to map trends in the development of technology-based learning media to improve mathematical literacy and examine their effectiveness characteristics in publications from 2020–2025. The method used was a systematic literature review with the PRISMA flow. Articles were collected through a structured literature search, then selected based on inclusion and exclusion criteria to obtain 28 relevant articles. Data were extracted to identify the type of platform used, the target educational level, and key findings related to the validity, practicality, and effectiveness of the media on mathematical literacy. The results of the study indicate a shift from complex software to no-code and gamification platforms, such as Canva and Wordwall. Media implementation was most commonly reported at the junior high school level. In general, the interactive media reviewed were deemed valid and practical and showed a moderate to high impact on improving mathematical literacy. The strongest effectiveness emerged when the media was designed contextually and encouraged students' cognitive engagement through reasoning, modeling, and interpretation of representations. These findings confirm that the success of media is more determined by the quality of the learning design than the sophistication of the application, and recommend an integrative strategy by combining no-code, gamification, and math-specific tools in a targeted manner according to learning objectives.
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