Rubric-Based Evaluation Of Virtual Learning Media Scientific Articles In Mathematics Education: A Tpack-Informed Quality Analysis
Abstract
Developing high-quality scientific articles on virtual learning media is a critical yet underexamined competency in mathematics teacher education. This study evaluates the quality of scientific articles produced by mathematics education students at Universitas Negeri Makassar using a validated eight-component analytic rubric aligned with the Technological Pedagogical Content Knowledge (TPACK) framework. Content validity of the rubric was established through expert judgment, yielding a Scale-Level Content Validity Index (S-CVI/Ave) of 0.96. A quantitative descriptive design was applied to assess 24 completed articles submitted by 27 enrolled students across four classes (A131, A132, C1, C2) in the 2025–2026 academic year. Results showed an overall mean score of 84.25 (SD = 5.93; range 70–93), with 54.2% of completers achieving A− or above. Component-level analysis revealed that introduction (86.3%) and media innovation (86.2%) were the strongest dimensions, while research methods (80.6%), literature review (80.6%), and results & discussion (80.5%) required improvement — particularly regarding instrument validation procedures, inter-source synthesis, and the depth of critical interpretation. Three dominant media typologies were identified: GeoGebra-integrated web media (50%), Augmented Reality (25%), and gamified HTML5 applications (25%). These findings point to a systematic gap between students' technical media design competency and their methodological and academic writing proficiency, with implications for scaffolding design in virtual learning media courses.
References
https://doi.org/10.1016/j.compedu.2008.07.006Bachtiar, M. Y., & Nasrullah. (2022). Inovasi pembelajaran daring dan dampak bagi PAUD selama pandemi Covid-19. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 6(2), 1007–1019. https://doi.org/10.31004/obsesi.v6i2.1411
Birgin, O., & Topuz, F. (2021). Effect of the GeoGebra software-supported collaborative learning environment on seventh grade students' geometry achievement, retention and attitudes. The Journal of Educational Research, 114(5), 474–494. https://doi.org/10.1080/00220671.2021.1983505
Bitchener, J., & Basturkmen, H. (2006). Perceptions of the difficulties of postgraduate L2 thesis students writing the discussion section. Journal of English for Academic Purposes, 5(1), 4–18. https://doi.org/10.1016/j.jeap.2005.10.002
Brookhart, S. M. (2013). How to create and use rubrics for formative assessment and grading. ASCD.
Darling-Hammond, L. (2017). Teacher education around the world: What can we learn from international practice? European Journal of Teacher Education, 40(3), 291–309. https://doi.org/10.1080/02619768.2017.1315399
Hohenwarter, M., Hohenwarter, J., Kreis, Y., & Lavicza, Z. (2020). Teaching and learning calculus with free dynamic mathematics software GeoGebra. Proceedings of the 11th International Congress on Mathematical Education. GeoGebra Institute.
Kurniawan, H., & Dewi, S. (2021). Pengembangan soal matematika berbasis game web untuk meningkatkan motivasi belajar siswa SMA. Jurnal Pendidikan Matematika, 15(2), 145–158. https://doi.org/10.22342/jpm.15.2.12345.145
Landis, J. R., & Koch, G. G. (1977). The measurement of observer agreement for categorical data. Biometrics, 33(1), 159–174.
Lynn, M. R. (1986). Determination and quantification of content validity. Nursing Research, 35(6), 382–385.
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers College Record, 108(6), 1017–1054.
Murtono. (2017). Merencanakan dan mengelola model-model pembelajaran inovatif. Wade Group.
Nasrullah, Ja'faruddin, & Ashari, N. (2025). Pelatihan penggunaan GeoGebra dalam mendukung kegiatan pembelajaran matematika bagi guru matematika tingkat SMA Kabupaten Sidrap. Dharma Pengabdian Perguruan Tinggi (DEPATI), 5(1), 1–8.
Nasrullah, Upu, H., & Syahrullah. (2017). Model pembelajaran STTP bagi mahasiswa dalam penyusunan modul pembelajaran matematika berbasis eXeLearning. Jurnal Matematika dan Pembelajaran, 5(2), 112–120.
Palloan, P., & Kohar, N. M. (2024). Implementasi metode game based learning (GBL) untuk meningkatkan hasil belajar IPA peserta didik kelas VII. Jurnal Pemikiran dan Pengembangan Pembelajaran, 6(2), 953–959.
Polit, D. F., & Beck, C. T. (2006). The content validity index: Are you sure you know what's being reported? Critique and recommendations. Research in Nursing & Health, 29(5), 489–497. https://doi.org/10.1002/nur.20147
Pujiastuti, H., & Haryadi, R. (2024). Pemanfaatan augmented reality dalam pembelajaran matematika: Kajian literatur sistematis. Jurnal Riset Pendidikan Matematika, 11(1), 12–27.
Reddy, Y. M., & Andrade, H. (2010). A review of rubric use in higher education. Assessment & Evaluation in Higher Education, 35(4), 435–448. https://doi.org/10.1080/02602930902862859
Safitri, M., et al. (2025). The application of augmented reality in mathematics learning: A systematic review. International Journal of Educational Technology, 12(1), 45–62.
Surani, D. (2019). Studi literatur: Peran teknologi pendidikan dalam pendidikan 4.0. Prosiding Seminar Nasional Pendidikan FKIP, 2(1), 456–469.
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285.
Thomas, J. W. (2000). A review of research on project-based learning. The Autodesk Foundation.
Wolf, K., & Stevens, E. (2007). The role of rubrics in advancing and assessing student learning. The Journal of Effective Teaching, 7(1), 3–14.

















Contact Person +6282139474255
Email : ijevss@citakonsultindo.or.id / editor.ijevss@gmail.com