Application of Augmented Reality in Geometry Learning in Increasing Student Learning Motivation

  • Maira Nevarini Universitas Islam Negeri Raden Fatah Palembang
  • Riza Agustiani Pendidikan Matematika, UIN Raden Fatah Palembang
  • Atika Zahra Pendidikan Matematika, UIN Raden Fatah Palembang
Keywords: Augmented Reality, Media Pembelajaran

Abstract

ICT-based learning media is urgently needed to increase student motivation in learning, especially learning mathematics in flat material. The learning media used is Augmented Reality. Augmented Reality is defined as a technology that combines the real world with the virtual world, is interactive in real time, and is in the form of three-dimensional animation. This type of research is research design research type validation study qualitatively. Students' interest in learning that utilizes technology directly can be seen from their enthusiasm when explained about the barcode which contains augmented reality in the form of the Musi 6 Palembang bridge. Based on the research process that was carried out both during the pilot experiment and teaching experiment, the researchers saw that the enthusiasm of the students was not much different. In addition to increasing the enthusiasm of students, it turns out that there is a barcode containing augmented reality in the form of the Palembang 6 musi bridge about the activities students will be working on, which also helps students understand what they are doing. With the help of explanations from these videos the teacher makes it easier and saves more time because students are not confused when carrying out the activities given

Downloads

Download data is not yet available.

References

Aisyah, P. N., Khasanah, S. U. N., &, Anik Yuliani, E. E. R. (2018). Analisis Kemampuan Pemecahan Masalah matematis Siswa Pada Materi Segiempat Dan Segitiga. JPMI : Jurnal Pembelajaran Matematika Inovatif, 1(5), 1025-1036

Mustaqim, Ilmawan. 2016. Pemanfaatan Augmented Reality Sebagai Media Pembelajaran. JPTK : Jurnal Pendidikan Teknologi dan Kejuruan, 13 (2)

Sholihah. S. Z & Afriansyah. E. A. (2017). Students Difficulties Analysis In Problem Solving Of Geometry Based On Van Hiele Thingking Stages. Mosharafa: Jurnal Pendidikan Matematika. 6 (1) hal 288

Sudarman. 2000. Pengembangan Paket Pembelajaran Berbantuan Komputer Materi Luas dan Keliling Segitiga untuk Kelas V Sekolah Dasar. Tesis tidak diterbitkan. Malang: PPS UM.

Suprihady, D (2015). Aplikasi Geogebra dalam pembelajaran Geometri Bidang. Makalah IF2123 Aljabar Geometri-Informatika ITB.

Hanan, A. R., Fajar, I, Pramuditya, A. S. (2018). “Desain Bahan Ajar Berbasis Augmented Reality Pada Materi Bangun Ruang Bidang Datar”. Prosiding SNMPM II, Pendidikan Matematika, 2 (1),288

Haris, D., & Putri, R. I.I. (2011). The role of context in third graders learning of area measurement. Journal on Mathematics Education, 2(1)

Nursyahidah, F. Saputro., A. B, Albab. U. I. (2021). “Desain Pembelajaran Kerucut Berkonteks Tradisi Megono Gunungan”. Jurnal Elemen. 7 (1)

Yudhastara, B. (2012). “Teknologi Augmented Reality Untuk Buku Pembelajaran Pengenalan Hewan Pada Anak Usia Dini Secara Virtual”.Skripsi. Yogyakarta: Sekolah Tinggi Manajemen Informatika Dan Komputer Amikom Yogyakarta.

Raviraj, S., Patkar. S., Singh. P., & Brj. S., V. (2013). Marker Based Augmented Reality Using Android OS. India: Pune University.

Amir, I. (2017). “Pengembangan Buku Ajar Dan Augmented Reality (AR) Pada Konsep Sistem Pencernaan Di Sekolah Menengah Atas”.Skripsi. Pogram Pasca Sarjana. Makasar : Universitas Negeri Malang.

CROSSMARK
Published
2023-06-22
DIMENSIONS
How to Cite
Nevarini, M., Agustiani, R. ., & Zahra, A. . (2023). Application of Augmented Reality in Geometry Learning in Increasing Student Learning Motivation. Journal of Curriculum and Pedagogic Studies (JCPS), 2(1), 40–50. https://doi.org/10.30631/jcps.v2i1.1757
Section
Articles