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Abstract. This study aims to obtain a learning design through a validation study process
using a digital pedagogy approach on junior high school computational thinking skills for
mathematics learning. The research method uses validation studies which have three phases,
namely preliminary design, teaching experiment, and retrospective analysis. The research was
located in a junior high school with 28 students and 2 mathematics teachers as subjects. The
research subjects were mathematics teachers analyzing mastery of digital pedagogy skills and
class IX students exploring computational thinking skills. The research focuses on hypothetical
learning trajectories. The data collected consists of observations, interviews, student responses,
and documentation. From the results of data processing and analysis, 1) Hypothetical learning
trajectory-1 focuses on achieving learning objectives through learning activities and
assumptions that advance the reviewing and recalling phase only in one step so there is no
repetition; 2) Hypothetical learning trajectory-2 focuses on the beginning of each activity and
learning assumptions for the reviewing and recalling stages of mathematics material so that it
always experiences repetition resulting in students always calling up their long term memory
for each learning concept.
1 Introduction
the current era of technological sophistication, so there is a need for skills that embed
digital technology into teaching to improve the quality of learning, teaching,
assessment and curriculum. The term known to explain pedagogical use within the
scope of digital technology is digital pedagogy (Kivunja, 2013). Digital pedagogy
refers to using electronic elements to enhance or change educational experiences
(Boston & January 2012).
Using technological devices in the classroom without the teacher's lack of ability to
use them or inappropriate use of them makes learning less effective (Johnson et al.,
2014; Winter et al., 2021). Teachers need to understand how to use technology
effectively, the learning theories behind teaching practices, and how to choose the
right technology for the learning outcomes they aim for. Apart from that, the demand
for students to be fluent in using technology in learning is also a dilemma for
teachers. However, teachers do not have to understand how to create computer
programs or websites; they are more focused on their attitudes and talents in
developing digital technology in learning. The traditional paradigm, which previously
focused on passive students, teachers as sources of knowledge, and a lack of variety
in learning media for the digital generation, has changed to active, independent
learning with the freedom to search for teaching resources and choose the proper use
of technology to explore students' abilities (Paul & Jefferson, 2019). For this reason,
when teachers already have good digital pedagogy, their professionalism will be
visible following the development of education and learning (Pongsakdi et al., 2021).
Based on this explanation, teachers in the current era of advanced technology must
have a learning paradigm known as digital pedagogy.
Connecting digital pedagogy with complex and abstract learning materials is
challenging for teachers. One subject matter that is complex and abstract is
mathematics. Focusing on building student character, which must align with the
development of mathematics learning, digital pedagogy offers skills in developing
knowledge that consistently follows current developments. The characteristics of
digital pedagogy that combine theory and practice, foster creativity, play, and
problem-solving, encourage participation, collaboration, and public involvement, and
aim to increase critical understanding of the digital environment (Harris et al., 2012)
are very in line with the dynamic development of knowledge in various mathematical
materials. In addition, for digital pedagogy to develop in creative and innovative
mathematics learning, Piaget's constructivist principles and developmental
psychology must be the primary key.
A teacher's good digital pedagogy skills must also be accompanied by the ability to
think, especially in solving mathematical problems and conceptual understanding
related to the use of technology (Sessa, 2018). Concerning mathematics, humans are
faced with the ability and skills to use thinking through creativity to develop their
ideas to solve problems in everyday life (Mason, J., Burton, L. and Stacey, 2010).
Students who study mathematics with a rigid, absolute mindset and apply a rote
system make mathematics tedious and challenging to learn. Conditions like this must
be changed by recognizing mathematics as patterns, not just numbers, so students'
thinking becomes more flexible and dynamic. A thinking concept is needed to
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2 Methods
The design research used in this study uses validation studies type, which includes
three phases, namely preliminary design, design trials (classroom experiments), and
retrospective analysis, with the product of this type of validation studies in the form of
local instructional theory (Akker et al., 2006). Validation studies focus on designing
learning environments or trajectories to develop and validate theories about the
learning process and how to create learning trajectories. This research focuses on
preparing a Hypothetical Learning Trajectory. HLT consists of learning objectives for
students, learning activity plans, and estimates of the learning process in the
classroom (Conner et al., 2017). When developing predictions about the learning
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In the first phase, Preliminary Design, researchers obtained data from preliminary
tests, observations, video documentation and interviews. Henceforth, this data
collection is the core of the research problem. Data from the computational thinking
ability test results in this phase provide information regarding students' initial mastery
of these thinking skills in mathematical material. The interview sheet emphasizes the
test results, which can add information about the ability to think of the research
subjects (students) openly and honestly. Meanwhile, to determine the digital
pedagogy capabilities of mathematics teachers, they use analysis from learning
videos, class observations and interview results. The results of this analysis are the
following three digital pedagogical competencies teachers must have when
implementing learning with technology-based instruments.
Meanwhile, in the second phase, the Teaching Experiment, researchers obtained
data from expert validation, learning video recording data, student response interview
data, and observation data. The results of the FGD provide expert validation data as a
basis for the validity of various learning instruments for implementation in digital
pedagogy-based learning. Meanwhile, observation data and video recordings of
learning during several meetings for research purposes can provide information on the
cognitive development of class IX students in solving various mathematical problems
with a higher level of difficulty. Differences in students' cognitive development
provide comparative data on the practice questions that students usually get on
previously existing questions. Meanwhile, the results of interviews with students at
the end of each learning meeting provide information regarding student responses to
the learning instruments. These responses show the limited effectiveness of digital
pedagogy-based learning designs.
Continuing with the third phase, retrospective analysis, the data from phases one
and two are again reviewed in detail to obtain answers to all research questions. Based
on the conclusions from the final research analysis, the product the researchers
succeeded in getting was a revision of the phase one learning design. The product is
the definitive learning design.
Preliminary test results have not been able to show high activity and procedural
understanding in solving mathematical problems. Some students are still focused on
the procedure of writing answers according to the example but are not able to
understand the meaning of why the steps they wrote in the answer have a formula like
that. When the questions that students work on differ from the examples, they cannot
write down their initial ideas for answers. Students only know and write down the
elements contained in the question. For this reason, students' conceptual
understanding has not yet reached the activity of understanding the relationship
between concepts and procedures in providing answer arguments. Meanwhile,
regarding computational thinking abilities from mathematical cases, it appears that
students cannot organize answers systematically. Previously, the teacher had
introduced applications that could help them construct computational thinking
abilities through structured coding.
The teacher introduces the interesting Scratch application for students to learn,
with a colourful and straightforward programming display so that students can learn
fun coding to show their ability to think procedurally. After several examples of
coding the teacher gave, the students could compile the coding completely. However,
when the teacher provides exceptional cases of exponent numbers, problems arise in
completing the coding, making it difficult for students to find the final result. Only
around 19% of students can maximize computational thinking skills according to
indicators and explore them while remaining focused on building knowledge and
seriousness in studying mathematics. Figure 1 shows the results of the pretest analysis
based on mathematical and computational thinking abilities.
Phase 2 - Teaching Experiment
Preparation of HLT 1
In initial observations for two experimental classes with a total of 45 students, the
pretest results showed a lack of student understanding of the concept of prerequisite
material, and students had difficulty expressing initial ideas for solving problems. The
initial discussions with teachers revealed that students' thinking abilities were
alarming after the online learning phase. The simple case the teacher gives is still
complex for students to do perfectly. Limitations in delivering material and exploring
students' thinking abilities during online learning negatively affect their learning
outcomes.
Students who were research subjects experienced online learning for two years and
limited offline learning for one semester, so complaints from teachers about the
process of constructing their knowledge became common. The teacher said that all the
online learning instruments that students need are available, starting from online
learning platforms, learning videos, online learning evaluations, and assignments
collected via internet facilities. Apart from that, teachers complained that when
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students started studying using an offline system, the basic concepts they should have
mastered in elementary grades had to be wholly repeated.
Repetition of these initial concepts becomes an obstacle in developing mathematics
material in high grades. Repetition leads to the ability of teachers to focus on
completing the material in a limited time and how to construct students' learning
experiences. So, in the end, teachers ignore the ability to solve complex mathematics
or those related to higher-order thinking skills. The teacher focuses more on solving
all mathematics material with simple procedural problems.
Based on a series of analysis activities of the Middle School Mathematics
curriculum and PISA 2021 results, initial observations during the learning process, as
well as interviews with students and teachers, a Hypothetical Learning Trajectory for
Exponents & Square Roots is compiled as shown in Figure 2. The flow of activities is
structured to offer the teacher's activities during learning and the alleged activities of
students to realize the learning objectives. The flow of activities is complete with
media and tasks to support the construction and development of computational
thinking skills while still paying attention to the ability of junior high school students
to understand mathematical concepts.
Student response data for activities learning shows a positive percentage. Based on
calculations of the response results for each student at the end of each learning
meeting, it can be seen that the average percentage of positive student responses was
80.63%. In comparison, the negative reaction was 19.37%. Because the average
percentage of positive responses from students is 80%, the conclusion shows that
students provide positive and reasonable responses to the limited effectiveness of
digital pedagogy-based learning designs.
Phase 3 - Retrospective Analysis
In phases 1 and 2, several facts emerged, namely that teachers still relied only on
textbooks, teachers had not utilized digital applications as learning media, teachers
had not yet understood how to integrate computational thinking skills into
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The results of HLT 2 show a change in students' activities when they implement
theory regarding mathematical material for exponent numbers and root forms. In HLT
1, reviewing the substance of the material only appears during activity 1, whereas in
the revision of HLT 1, reviewing again is related to activities 2 and 3. The appearance
of studying in every learning activity is due to the idea that students must continue to
review the substantive material in every activity to continue improving their
understanding and reasoning. Meanwhile, in supporting activities for each activity,
students always recall the prerequisite material. This recall process is helpful because
the mathematics material is interrelated. If students cannot fulfil the prerequisites, the
more complex the material, the higher the student's difficulty level. All learning
processes from existing designs show learning activities and their proper support for
achieving learning goals.
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3. 2 Discussions
those related to 21st-century thinking skills, the use of technology in learning, and
teacher professionalism. For teachers, the benefits of this research include learning
treatment patterns and various supporting instruments to create education that focuses
on learning outcomes. For students, computational thinking abilities provide cognitive
solid processing abilities to achieve real progress in constructing their knowledge and
learning experiences. Meanwhile, schools can provide adequate facilities and
infrastructure integrated with technology to bridge teachers and students in improving
their abilities continuously.
4 Conclusion
Acknowledgement
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