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Darmawan, Didit; Ramadhan, Nadhira Shava Putri

International Journal of Education and Literature 2026 Lembaga Pengembangan Kinerja Dosen

This literature study examines the process of self-regulation in transforming compliance with school rules originating from external pressure into behavioral regularity emerging from personal awareness, and its impact on the effectiveness of student learning outcomes. Using a qualitative approach with content analysis method, this study synthesizes relevant literature to build a theoretical framework on how self-regulation facilitates the internalization of disciplinary values. The findings reveal that self-regulation occurs through a series of interconnected stages including goal setting, strategy planning, self-monitoring, evaluation, and adjustment. The success of this process is determined by internal motivation, appropriate environmental support, positive direct experiences, and healthy emotional management. Strong self-regulation directly impacts learning outcome effectiveness through improved cognitive strategies, strengthened intrinsic motivation, enhanced time and environment management, and developed capacity to constructively cope with failure. Learning outcomes achieved through self-regulation processes are characterized by lasting understanding, knowledge transfer ability, and the formation of lifelong learning dispositions. Schools and teachers play strategic roles in strengthening self-regulation through curriculum design that supports autonomy, formative feedback, role modeling, and collaboration with parents. This study contributes theoretically by positioning self-regulation as the central mechanism bridging external influences and internal disposition formation.

Alfi Rohmatina Zulva; Robingun Suyud El Syam; Abdul Majid; Salis Irvan Fuadi; Ngarifin Shidiq +1 more

World Journal of Islamic Learning and Teaching 2026 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to: (1) describe the integration of educational games in Islamic Education (SKI) learning; (2) understand students' learning experiences in learning Islamic cultural history in classes that integrate educational games; (3) examine the impact on the learning outcomes of class VIII students of MTs N 1 Wonosobo Research. This study uses a qualitative approach with a phenomenological research type. The research subjects include SKI subject teachers, madrasa principals, and class VIII students of MTs N 1 Wonosobo Research. Data collection techniques were carried out through in-depth interviews, observation of the learning process, and documentation studies. Data analysis was carried out through the stages of data reduction, data presentation, as well as drawing conclusions and verification. The results of the study indicate that the integration of educational games in Islamic Education (SKI) learning is implemented in a planned and contextual manner as part of the teacher's learning strategy. The use of educational games can increase student learning motivation which is characterized by increased enthusiasm, activeness, focus, and student participation in the learning process. In terms of learning outcomes, the percentage of student learning completion before and after the educational game integration both reached 100%, with a Minimum Completion Criteria (KKM) of 68. However, the average (mean) student learning outcomes increased from 94.28 to 95.17, an increase of ±0.95%. This finding indicates that the integration of educational games not only maintains learning completion but also improves the quality of students' understanding of the Islamic Cultural History material. Thus, the integration of educational games has proven to be an effective learning innovation in improving student motivation and learning outcomes in the subject of Islamic Cultural History.

Dini Silikon

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research was motivated by the low mathematics learning outcomes of MA Negeri 1 Serang students. So it is necessary to implement learning media that helps improve students' mathematics learning outcomes. One of the learning media used is Matrix Domino Cards. This research aims to determine the learning outcomes of students who received treatment using domino matrices and students who were not given learning treatment using domino matrices. The research results show that the learning outcomes of students who were treated using matrix domino card media were higher than the learning outcomes of students without using matrix domino card media. The results of statistical tests show that students' interest in learning using domino matrix media in the experimental class obtained an average = 67.78 and standard deviation = 20.88, while learning without using domino matrix media in the experimental class obtained data on the average interest in learning of participants students = 49.72 and standard deviation = 15.48, then after carrying out the t test the results were obtained that tcount > ttable, namely 1.80 > 0.354. Hypothesis testing results obtained were tcount > ttable, so ha was accepted, meaning there was an increase in student learning outcomes using domino matrix learning media in class XI MA Negeri 1 Serang Academic Year 2022/2023.

Satria Chandra; Andres M. Ginting; Asnewastri Asnewastri; Ahmad Fakhri Hutauruk; Jalatua H. Hasugian +4 more

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This study aims to analyze the use of digital media in the form of infographics to improve student learning outcomes in history lessons, specifically regarding the events of the national movement in the 11th grade students of SMA Muhammadiyah 07 Serbelawan in the 2024/2025 academic year. Along with technological advancements, the use of digital media is becoming increasingly popular in education as an alternative to improve student understanding and learning interest. One form of digital media used is infographics, which can simplify complex information into easier-to-understand information through engaging visual elements. The research method used was classroom action research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. The subjects of this study were 30 11th grade students of SMA Muhammadiyah 07 Serbelawan. Data collection techniques were conducted through tests, observations, and interviews. Data analysis was conducted using quantitative and qualitative descriptive analysis. The results showed that the use of infographics in history lessons can improve student understanding and learning interest. Improved student learning outcomes were evident in improved test scores after the use of infographics, as well as increased student active participation in class discussions. Furthermore, students also responded positively to the use of this digital media because infographics presented information in a more engaging and easy-to-understand manner. Based on the results of this study, it can be concluded that the use of digital media in the form of infographics can be effective in improving students' history learning outcomes, particularly in understanding the material on the national movement. Therefore, it is recommended that history teachers consider using infographics in their lessons to improve the quality of teaching and student learning outcomes.

Neng Rani; Lina Agustina; Rika Oktaviani; Noer Syaqilla

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to describe the implementation of ethical philosophy learning and the assessment pattern for student learning outcomes at the KH. Ahmad Sanusi Sukabumi Institute (INKHAS). Ethical philosophy is understood as a critical study of good and bad values in human actions, which not only accepts moral teachings normatively, but examines them rationally and in depth. In the learning process, this course applies discussion and dialogue methods as the main approach to encourage students to think critically, express opinions argumentatively, and build mutual respect. The lecturer acts as a facilitator who directs the discussion, instills academic ethics, and maintains a scientific learning flow. The assessment pattern does not focus on memorizing theories, but rather on students' analytical abilities as measured through discussion participation, individual assignments, and group assignments. The results of the study indicate that this method is effective in developing students' conceptual understanding, critical thinking skills, and moral awareness, although obstacles such as lack of motivation in some students due to the abstract nature of the material are still found. Overall, ethical philosophy learning at INKHAS plays an important role in shaping ethical character, reflective thinking, and responsible attitudes in academic and social life.

Faris Afif Nababan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study focuses on the development of an interactive learning media for introducing OpenGL in the Computer Graphics course. The research approach used is Research and Development (R&D) with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The final product of this study is an interactive learning application that covers basic OpenGL material, simple programming exercises, evaluation quizzes, and other supporting information. The trial results show positive feedback from students. Based on the questionnaire analysis, the aspects of appearance, content, interactivity, and benefits received an average score of 85% in the "very good" category. Additionally, the effectiveness of this media is evident in the improvement of student learning outcomes, with the average score increasing from 64 to 82 after using the media, and the passing rate rising from 56% to 88%. Overall, this OpenGL-based interactive learning media proves to be effective in enhancing students' understanding and can serve as an alternative or complement in the Computer Graphics course learning process.

Nurul Oktavia Ramadani; Ika Putra Viratama

Jurnal Pendidikan Kimia, Fisika dan Biologi 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Natural Science (IPA) learning in elementary schools requires the use of learning media that is able to increase students' interest in learning, learning outcomes, and critical thinking skills. However, science learning is still often done conventionally, causing students to be less active and easily bored. Therefore, it is necessary to innovate learning media that is interactive and in accordance with technological developments. One of the digital learning media that can be used is the Quizlet application. This study aims to examine the application of digital flashcards and interactive quizzes using Quizlet learning media in learning the properties and changes of the form of objects in elementary schools. The research method used is a literature study by examining various relevant sources in the form of scientific journals, research articles, and supporting references related to the use of Quizlet in learning. The results of the study show that the use of Quizlet has a positive impact on the learning process, especially in increasing students' interest, activeness, and feelings of happiness during learning. Quizlet's flashcard and test features help students understand the material through engaging visual and audio-visual displays and varied practice questions. In addition, the use of Quizlet has also been proven to be able to improve students' critical thinking skills through question-answering activities, analyzing material, and providing opinions. Student learning outcomes showed an increase with an average score above the Minimum Completeness Criteria (KKM). Thus, Quizlet can be concluded as an effective, engaging, and relevant digital learning medium to support science learning in elementary schools.  

Ika Isna Umiyati; Fina Fakhriyah; Sumaji Sumaji

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The quality of assessment instruments plays an important role in determining the accuracy of measuring student learning outcomes in science learning in elementary schools. A good test instrument must meet certain criteria, such as validity, reliability, difficulty level, and discrimination power. This study aims to analyze the quality of daily science test items in grade VIc elementary schools based on these four criteria. The study used a quantitative. The subjects were 19 sixth-grade students, while the instrument analyzed consisted of 25 multiple-choice questions. Data processing and analysis were carried out using Microsoft Excel to calculate item validity through item correlation with total score, test reliability using internal consistency, difficulty level index, and discrimination index. The analysis results showed that 17 questions (68%) were declared valid, while 8 questions (32%) were invalid and needed to be improved. The results of the reliability test indicated that the test instrument had good reliability and was suitable for use as a measuring tool for student learning outcomes. Judging from the level of difficulty, 20 questions (80%) were moderate and 5 questions (20%) were easy, indicating a relatively balanced level of difficulty. Based on the discrimination power, 16 questions (66%) had very good discrimination power, 4 questions (16%) were good, 4 questions (16%) were sufficient, and 1 question (4%) was poor. Based on these findings, it can be concluded that the quality of the sixth grade science daily test questions is classified as good and the test instrument is suitable for use, but improvements are still needed on invalid questions and those with low discrimination power so that the quality of the assessment is more optimal. This study emphasizes the importance of teachers' abilities in compiling and analyzing test items to ensure that the assessment of science learning is objective, valid, and reliable.

Imelvia Munu; Nur Azizah Rasid

Inovasi Pendidikan dan Anak Usia Dini 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

Effective learning involves active student involvement. The PAIKEM (Active, Innovative, Creative, Effective, and Enjoyable Learning) model emphasizes activeness, creativity, and a fun learning atmosphere. In this model, students are invited to be directly involved in the learning process, either through discussions, questions and answers, or group work that facilitate the development of their social and cognitive skills. This article aims to examine the application of the PAIKEM learning model in improving student learning activities through a literature review of ten scientific journals indexed by Google Scholar. The results show that PAIKEM increases participation in discussions, courage to ask questions, group collaboration, and learning motivation. In addition, this model also facilitates the development of students' critical and creative thinking skills, creating a fun and challenging learning atmosphere. The implementation of PAIKEM in learning has a positive impact on improving overall student learning outcomes. Thus, the PAIKEM learning model can be an effective alternative for teachers to create more active, meaningful learning, and oriented towards the development of student competencies as a whole.

Dewi Ainiyah; Andika Setyo B.L; Ani Afifah

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to improve the mathematics learning outcomes of Grade VII B students at SMP Darul Ulum 5 Rebalas through the implementation of Madurese language-based ethnomathematics. The study is motivated by the students' difficulties in understanding mathematical concepts delivered in formal Indonesian, as their daily communication relies on the specific Madurese dialect of Rebalas Village. This study employs the Classroom Action Research (CAR) method using the Kemmis and McTaggart model, conducted in two cycles. Each cycle consists of planning, action, observation, and reflection stages. The subjects of this research were 28 students from class VII B. The research instruments included test instruments in the form of group Student Worksheets (LKPD) and observation sheets for both teacher and student activities. The material focused on the topic of Lines and Angles. The results indicated an improvement in student learning outcomes from Cycle I to Cycle II. In Cycle I, the average group score was 80.2, which increased to 88 in Cycle II. Observations of student activities also showed a shift from passive participation in Cycle I to active and enthusiastic engagement in Cycle II. Furthermore, teacher observations showed significant improvement; initial issues regarding time management and excessive workloads were resolved, resulting in more enthusiastic and punctual teaching delivery. These findings demonstrate that the use of Madurese-based ethnomathematics helps students grasp mathematical terms more easily, increases discussion participation, and creates a more comfortable and interactive classroom atmosphere, thereby leading to improved learning outcomes.

Isnaini Sapitri Br Purba; Eka Satya; Abdul Fattah Nasution

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Science learning at the Islamic junior high school level still faces challenges in improving student learning outcomes because the learning process tends to be teacher-centered and lacks active student involvement. This condition requires the implementation of a learning model that can encourage cooperation, responsibility, and student involvement in the learning process. This study aims to determine the effect of the Jigsaw cooperative learning model on the science learning outcomes of students at MTs Raudhatul Faizin. This study uses a quantitative approach with a correlational design. The research subjects consisted of 30 students who were used as the research sample. Data were collected through a four-point Likert scale closed questionnaire to measure the implementation of the Jigsaw cooperative learning model and students' science learning outcomes. Data were analyzed using simple linear regression analysis techniques. The results showed that the Jigsaw cooperative learning model had a significant effect on students' science learning outcomes. This finding indicates that the better the implementation of the Jigsaw cooperative learning model, the better the students' science learning outcomes. The implications of this study emphasize the importance of implementing the Jigsaw cooperative learning model as an alternative effective learning strategy to improve the quality of science learning in Islamic junior high schools.

Ni Wayan Setiasih

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The rapid development of digital technology has increased the demand for students to demonstrate their competencies through professional digital portfolios, particularly in Information Systems programs where analytical, design, and visual communication skills are essential. This study aims to analyze the effectiveness of using Canva as a digital portfolio development tool in the Portfolio Development course at ITB STIKOM Bali. The research employed a descriptive quantitative approach, using a four-point Likert-scale questionnaire distributed to 30 students enrolled in the course. The collected data were analyzed using descriptive statistics to measure students’ perceptions regarding ease of use, learning effectiveness, visual creativity, digital literacy, and learning motivation. The findings indicate that Canva is perceived as very easy to use due to its intuitive interface and accessible design features. Canva is also considered effective in helping students present system analysis results and project documentation in a more structured and visually appealing manner. Moreover, the use of Canva enhances students’ visual creativity and digital literacy skills while increasing their motivation and confidence in completing portfolio assignments. These results suggest that Canva functions not only as a design tool but also as an educational medium that supports the academic and professional competencies required in the digital era. Therefore, integrating Canva into project-based and visually oriented courses is strongly recommended to improve the quality of student learning outcomes.

Arnisa Rambe; Muhammad Dekar Nasution; Zulvia Misykah; Nur Wahyuni

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

This study aims to analyze the effect of the Quantum Learning model using miniature terrarium media to improve science learning outcomes in grade V of SD Negeri 104202 Bandar Setia. The type of research used is a pre-experimental method with a One Group Pretest-Posttest design . The subjects in this study were 21 students in class VC who were determined through non-probability sampling techniques. The test instrument was in the form of 20 multiple-choice questions that had been analyzed through validity and reliability tests. The data results were analyzed using normality, homogeneity, linearity, simple linear regression, and paired sample t-test tests . The results showed that the average pre-test score was 68.57, increasing to 87.14 in the post-test. The paired sample t-test produced a Sig. value. 0.000 < 0.05 so that H0 is rejected and H1 is accepted, while the regression test obtained an R (R Square) of 0.691, which means that the Quantum Learning model with miniature terrarium media has an effect of 69.1% on improving student learning outcomes. This finding confirms that the Quantum Learning model using terrarium media has an effect on improving student learning outcomes.

Fadlilah Al Hasanah; Kartika Manalu; Sayed Akhyar

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to determine the effect of learning using the Problem Based Learning model assisted by the Powtoon application on the learning outcomes of Class XI Madrasah Aliyah at the Islamic Education Park (TPI) Sawit Seberang. This research is a type of quantitative research with a Quasy Experimental Design. The research population was 36 students in class XI MIA A and 36 students in class XI MIA B, 36 students in class XI MIA C and 36 students in class, and X MIA C totaling 36 people as the control class. The instrument in this research is in the form of a test in the form of 30 multiple choice questions. Data analysis of student learning outcomes using the t-test formula, also with the help of SPSS version 25 data processing. Data analysis of student learning outcomes with the results of calculating the average learning outcomes shows that the experimental class which uses the Problem Based Learning models is higher than the control class. The prerequisite test is proven that the data is normally distributed and homogeneous. The results of the test calculation were obtained under count worth 9.709 and table worth 1.668 so that it shows tcount > table so Ha2 is accepted. The conclusions in this research explain that there are influences and differences before and after the implementation of the Problem Based Learning model on student learning outcomes in class XI Madrasah Aliyah at the Islamic Education Park (TPI) Sawit Seberang.

Jumardhi Jumardhi; Irmawati Irmawati

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

This research is motivated by the author's desire to improve student abilities and to  Educational quality refers to the level of excellence of an educational system or process in a school, measured by the institution’s ability to meet established standards in terms of input, process, output, and outcome. Therefore, this study aims to describe the forms of collaboration between subject teachers in suporting the improvement of learning quality at the UPT SPF SD Inpres Malengkeri Bertingkat I. The study employs a descriptive qualitative approach. Data were collected through observations, interviews, and document analysis, and were analyzed through the stages of deconstruction, interpretation, and reconstruction. The findings show that teacher collaboration occurs actively and continuously through meetings, routine discussions, item reviews, and informal activities such as the Teacher Working Group (TWG). The main supporting factors of collaboration include participatory school leadership, open communication, and an inclusive work culture, while the primary obstacles involve differences in opinions related to teaching strategies and student characteristics. The established collaboration has a positive impact on improving learning effectiveness, professional reflection, teacher creativity, and student learning outcomes through the transfer of best practices and structured feedback mechanisms. Thus, teacher collaboration plays a significant role in strengthening the culture of quality and enhancing learning quality in elementary schools.

Erwin, Moh. Erwin Budiana

Inspirasi Dunia: Jurnal Riset Pendidikan dan Bahasa 2025 Universitas Maritim AMNI Semarang

Based on observation data, it can be seen that science learning in elementary schools still does not improve student learning outcomes. This is because the learning is still teacher-centered or learning that is centered on the teacher (the teacher is active while the students are passive) and the use of learning media is still lacking. This can cause the impression of boring learning and can result in low student motivation which has an impact on student learning outcomes in learning. Therefore, a study was conducted on the use of role-playing tools in improving science learning outcomes about the motion of objects and energy. The purpose of this study was to improve science learning outcomes about the motion of objects and energy by using teaching aids. This study used classroom action research (CAR). The research subjects were grade III students of SD Negeri 06 Dobo, Aru Islands Regency, Maluku. The results of the study showed that the use of role-playing tools can increase (1) student activity in learning, (2) increase teacher activity, (3) Improve student learning outcomes in science learning about the motion of objects and energy. Based on the results of the study, it can be concluded that the use of teaching aids can improve student learning outcomes in science learning about the motion of objects and energy. Suggestions that can be given in this study are that student learning outcomes can be improved through other learning methods and media.

Ibrahim Ibrahim; Febriansa Febriansa

International Journal of Education and Literature 2025 Lembaga Pengembangan Kinerja Dosen

The government has implemented various illiteracy eradication programs at both central and local levels. However, illiteracy remains high, with South Sulawesi ranking sixth nationally. This condition is influenced by the imbalance between the number of Non-Formal Education Units and target areas, limited human resources, as well as learner-related factors such as motivation, age, occupation, distance to learning sites, and monotonous teaching methods. Community learning services through literacy clinics using collaborative methods Reading, Writing Beginning, Structure, Analysis, and Synthesis, combined with project-based learning serve as alternative models to increase community participation and improve learning outcomes. The problem of this research is how the description of the implementation of basic literacy programs through the model "Community Learning Services Through Literacy Clinics"?, and how effective the model "Community Learning Services Through Literacy Clinics with the collaborative method approach?. The purpose of this study was to determine the description of the implementation model of basic literacy education programs and determine the effectiveness of learning outcomes. The results of the study illustrated that the basic literacy program was carried out in collaboration between the resources of the Non-formal Education Unit and the resources in the village/kelurahan government as the organizer and tutor Learning outcomes show that the Community Learning Service Model through the Literacy Clinic with a collaborative method approach was declared effective in improving student learning outcomes.

Rofina Odilia Humoen; Damian Puling; Marsela Luruk Bere; Marianus Teti

Jurnal Pendidikan Dirgantara 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

Analysis Of Student Learning Outcomes In The Implementation Of The Merdeka Currikulum In IPAS Learning For Grade IV Students At SDK Manumuti” aims to examine: (1) The Learning Planning in grade IV SDK Manumuti using teaching tools provided by the ministry of education and culture; (2) The Implementation of IPAS learning in grade IV based on the merdeka curriculum at SDK Manumuti; and (3) The Evaluation of IPAS learning in grade IV using the merdeka curriculum. This study employed field research with a qualitative approach. Data were collected through observation, interviews, and dokumentation, using both primary and secondary data sources. Data analysis techniques included data reduction, data display, and conclusion drawing. The findings show that: (1) Lesson Planning in grade IV SDK Manumuti has been carried out using the teaching materials provided by the ministry of education and culture; (2) The Implementation of IPAS learning is conducted properly in accordance with the designed teaching modules, consisting of initial activities, core activities, and closing activities; and (3) The Evaluation of learning in Grade IV SDK Manumuti refers to assessments provited by the ministry of education and culture, using formative assessments in each lesson. However, not all assessment have been implemented, particulary the diagnostic assessment which assesessment which has not yet been applied in every leasson.

Kardiana Metha Rozhana; Kardiana Zendha Avalentina; Adi Tri Atmaja

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The objective of this research is to improve student learning interest in nonfiction texts through the implementation of E-Litera, a digital-based interactive literacy media. This study utilized a classroom action research design conducted in two cycles involving 24 fourth-grade students at SDN Sidomulyo. Data were obtained from questionnaires, observations, interviews, and documentation. The results showed a significant improvement in student learning outcomes throughout the research process. In the pre-action phase, only 8 students (33.3%) achieved the minimum mastery criteria, while 16 students (66.7%) did not meet the criteria. This figure increased to 12 students (50%) in the first cycle, and significantly rose to 20 students (83.3%) in the second cycle. The enhanced performance in the final cycle reflects the effectiveness of E-Litera in providing visually engaging and structured content, which helped deepen students' understanding of nonfiction materials. These findings support the use of E-Litera as a meaningful and engaging digital media to foster reading interest and improve comprehension skills in elementary education. By using E-Litera, the teaching and learning process can be more effective and enjoyable, ultimately improving the quality of student learning.

Eviana Eviana; Halida Halida

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to analyze the influence of Deep Learning on problem-solving skills, digital literacy, and student learning outcomes. The background of this research is based on the educational needs of the 21st century, which require students' critical thinking skills, adequate digital literacy, and optimal academic achievement. This research was conducted quantitatively using a quasi-experimental method. The study involved 121 tenth-grade students, and the total sampling method was used to select the research sample. The research instruments consist of questionnaires on the Deep Learning approach to problem-solving skills, digital literacy, and learning outcomes tests. Data analysis using the MANOVA test to determine the partial and simultaneous influence of Deep Learning on the dependent variables. The research results show that Deep Learning has a significant effect on students' problem-solving skills, digital literacy, and learning outcomes, both partially and simultaneously. The results indicate that the application of Deep Learning can improve students' higher-order thinking skills and prepare them to face the challenges of the digital era. Therefore, to achieve sustainable improvement in learning processes and outcomes, teachers and educational institutions must integrate this approach into their teaching strategies.