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Keywords
Active learning methods, learning motivation, student learning achievement.
Etnomatematika, Batik Lokal, Geometri, Desain Grafis
Gadget, Berpikir Kritis, Pemahaman Siswa
Kreativitas
Media Interaktif, Canva, Pendidikan Informatika.
Media Pembelajaran
Media Pembelajaran Interaktif, Kahoot, Pemahaman Siswa, TIK, Quasi Eksperimen
N-Gain
Pembelajaran Informatika
Project Based Learning
Project-Based Learning, Google Sheets, Statistika & Numerasi
STKIP Harapan Bima
Siswa
Trending, Media Sosial, Pembelajaran Kontekstual, Penyajian Data, Interpretasi Grafik
cyber public relations
deep learning, gaya belajar, FSLSM, Google Classroom, Telaah Kurikulum, Pendidikan Informatika
etika komunikasi digital
kuasi-eksperimen
literasi digital, informatika, budaya lokal, kearifan lokal, pembelajaran kontekstual
minat belajar
pendidikan informatika
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Vol 5, No 2 (2026)
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Saputra
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