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  • 2026-10-11
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  • Sekolah, Siswa, Guru, Kegiatan, Prestasi
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SMAGASINAU: A Digital Learning Ecosystem from Banyumas

Using AI to Expand the Boundaries of Learning

PURWOKERTO — Bringing technology into the classroom is not, by itself, enough to transform education in the age of artificial intelligence (AI). Technology needs to be purposefully designed to help students understand ideas, practise skills, solve problems, and become more independent learners.

With this principle in mind, Elya Tati Subarkah, S.Pd., a Mathematics teacher at SMA Negeri 3 Purwokerto, developed SMAGASINAU, a collaborative digital learning space. The initiative connects a Classroom website, Interactive Learning Media (MPI), and educational games.

SMAGASINAU carries the Banyumasan tagline “Sinau Kapan Bae, Nang Endi Bae,” meaning “Learn Anytime, Anywhere.” The message is simple: learning should not end when the school bell rings or when students leave the classroom. Learning materials should remain available so that students can revisit them when needed and at a pace that suits them.

Rooted in Classroom Experience

SMAGASINAU grew out of Elya’s experience teaching Mathematics at SMA Negeri 3 Purwokerto. Her classroom practice highlighted that making digital materials available is only one part of the learning process. Students also need opportunities to explore concepts, test their understanding, and practise actively.

For this reason, SMAGASINAU is conceived as more than a website for storing teaching materials. It is an evolving ecosystem that brings together learning resources, interactive media, educational games, and technology-supported learning activities.

The Classroom website is available at https://elyatatisubarkah.my.id/. It serves as the main access point where students can find relevant materials. Interactive Learning Media and educational games then offer additional ways to engage with the content.

Three Complementary Components

SMAGASINAU is built around three core components. Each serves a distinct purpose, while working in combination with the others.

1. Classroom website — a hub for learning resources. Students can access topics when they need them and review materials beyond scheduled lessons. Teachers can also organise resources so they are easier to locate and use.

2. Interactive Learning Media (MPI) — a space for exploring concepts. MPI encourages active participation. In Mathematics, interactive activities can help students observe relationships between objects, try different solution strategies, and build conceptual understanding through guided exploration.

3. Educational games — practice through challenges. Games make practice more dynamic. Rather than only receiving information, students answer questions, apply what they know, and check their understanding as they work through challenges.

Together, these components can create a connected learning sequence: students access the material, explore the underlying concepts, practise through games, and then review their understanding and learning progress.

Strengthening Learning with AI and Coding

As education continues to evolve, SMAGASINAU is intended to develop further by incorporating artificial intelligence and coding into digital learning activities.

AI could help students examine their reasoning, receive guiding questions, check why an answer makes sense, and reflect on their approach. The aim is to move beyond simply obtaining a final answer and encourage students to understand the steps involved in solving a problem.

Coding, meanwhile, can support the creation of interactive media, game rules, question sequences, and feedback mechanisms. In this way, technology can become part of the learning design itself, rather than merely a digital display.

AI must nevertheless be used responsibly. Its outputs need to be checked, students’ personal information must be protected, and teachers should retain control over instructional decisions. AI is a supporting tool—not a replacement for teachers or for students’ own thinking.

Towards Deeper Learning

One continuing challenge in Mathematics education is helping students progress beyond memorising formulas towards conceptual understanding, sound reasoning, and the ability to apply knowledge to unfamiliar situations.

SMAGASINAU offers opportunities to connect concept exploration, practice, problem-solving, and reflection. A teacher can select materials aligned with the learning objectives, use MPI to clarify ideas, and then use educational games to provide structured practice.

The next step is to evaluate the learning process through assessments, observations of student participation, and learner feedback. The success of an innovation should not be judged simply by the number of materials or games available, but by evidence of changes in understanding, engagement, and learning independence.

Impact measurement is therefore an important part of SMAGASINAU’s ongoing development. Results from pre- and post-assessments, student responses, classroom documentation, and teacher reflections can help determine how effective the media are and what should be improved next.

From Teacher Innovation to Educational Collaboration

SMAGASINAU is not intended to serve only one subject or one school. Its concept creates opportunities for teachers across subjects and schools to collaborate, so that digital learning resources can continue to grow and respond to learners’ needs.

Collaboration may include developing materials, sharing effective practices, creating interactive media, and designing educational games suited to students’ characteristics. With thoughtful curation and management, the ecosystem could become a shared space for knowledge exchange and educational innovation.

For the teaching community, SMAGASINAU also illustrates that digital transformation does not always have to begin with a complex system. Innovation can start with a real classroom challenge, develop gradually, be tested in practice, and be refined in response to experience and evidence.

Advancing Educational Transformation from Banyumas

Through SMAGASINAU, Elya Tati Subarkah, S.Pd., seeks to make learning more open, interactive, and responsive to technological change. The use of a Banyumasan identity in the tagline also highlights how educational innovation can grow from a local community while aiming to deliver broader benefits.

Looking ahead, SMAGASINAU will need continued development through practical implementation, evaluation of learning outcomes, documentation of effective practices, and collaboration with other educators. These steps will help ensure that the ecosystem is not only appealing as a technology initiative, but also demonstrates educational value that can be shared and adapted elsewhere.

SMAGASINAU promotes the idea that learning can happen anytime and anywhere. Through teacher collaboration, responsible technology use, and student-centred learning, this initiative from Banyumas aspires to contribute to the transformation of Indonesian education in the age of AI.

About the Developer

Elya Tati Subarkah, S.Pd., is a Mathematics teacher at SMA Negeri 3 Purwokerto and the initiator of SMAGASINAU. The digital learning ecosystem connects a Classroom website, Interactive Learning Media, and educational games.

Website: https://elyatatisubarkah.my.id/

Tagline: “Sinau Kapan Bae, Nang Endi Bae” (“Learn Anytime, Anywhere”).

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