E-Miracle: An inquiry-realistic digital module to support students’ 6C competencies

The increasing demand for twenty-first-century competencies requires mathematics learning environments that not only support conceptual understanding but also foster students' broader competencies, such as critical thinking, creativity, communication, collaboration, character, and citizenship (6C). However, classroom practices in geometry often emphasize procedural knowledge, limiting students' opportunities to construct mathematical meaning through exploration and contextual reasoning. This study aimed to develop an inquiry–realistic digital module, namely E-Miracle, using Scratch to support the development of students' 6C competencies in learning about quadrilaterals. The study employed an educational design research approach consisting of three iterative phases: preliminary design, teaching experiment, and retrospective analysis. During the preliminary phase, the structure of the digital module and the learning trajectory were designed by integrating inquiry-based learning principles with contextual problems inspired by Realistic Mathematics Education. The prototype was subsequently refined through expert validation and small-scale implementation. The results indicate that the developed module achieved high validity according to expert judgment. Furthermore, the module's practicality was demonstrated through classroom implementation, where both teachers and students used it effectively during learning activities. Students actively engaged in collaborative exploration and contextual problem solving through Scratch-assisted tasks. The findings suggest that the E-Miracle module provides a learning environment that supports the development of students' 6C competencies, particularly in collaborative exploration, the communication of ideas, and creative problem-solving. These results imply that integrating inquiry-based learning, realistic mathematical contexts, and digital technology can provide meaningful learning experiences that foster deeper mathematical understanding.

Authors

Publication Details

Journal
Infinity Journal
Published
2026-04-21
DOI
https://doi.org/10.22460/infinity.v15i2.p483-508
Primary Topic
Mathematics Education and Pedagogy
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

E-Miracle: An inquiry-realistic digital module to support students’ 6C competencies

Tatang Herman, Al Jupri, Dadan Dasari, Risma Amelia
Infinity Journal
Mathematics Education and Pedagogy
article

E-Miracle: An inquiry-realistic digital module to support students’ 6C competencies

Tatang Herman, Al Jupri, Dadan Dasari, Risma Amelia
article en

Abstract

The increasing demand for twenty-first-century competencies requires mathematics learning environments that not only support conceptual understanding but also foster students' broader competencies, such as critical thinking, creativity, communication, collaboration, character, and citizenship (6C). However, classroom practices in geometry often emphasize procedural knowledge, limiting students' opportunities to construct mathematical meaning through exploration and contextual reasoning. This study aimed to develop an inquiry–realistic digital module, namely E-Miracle, using Scratch to support the development of students' 6C competencies in learning about quadrilaterals. The study employed an educational design research approach consisting of three iterative phases: preliminary design, teaching experiment, and retrospective analysis. During the preliminary phase, the structure of the digital module and the learning trajectory were designed by integrating inquiry-based learning principles with contextual problems inspired by Realistic Mathematics Education. The prototype was subsequently refined through expert validation and small-scale implementation. The results indicate that the developed module achieved high validity according to expert judgment. Furthermore, the module's practicality was demonstrated through classroom implementation, where both teachers and students used it effectively during learning activities. Students actively engaged in collaborative exploration and contextual problem solving through Scratch-assisted tasks. The findings suggest that the E-Miracle module provides a learning environment that supports the development of students' 6C competencies, particularly in collaborative exploration, the communication of ideas, and creative problem-solving. These results imply that integrating inquiry-based learning, realistic mathematical contexts, and digital technology can provide meaningful learning experiences that foster deeper mathematical understanding.

Infinity JournalVol. 15(2)
Quality Education
Openalex Percentile: Top 14%
Mathematics Education and Pedagogy
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.