Muslih Hasan Pambudi
Universitas Negeri Semarang

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Development of Application Based on Augmented Reality to Improve Student's Spatial Ability Muslih Hasan Pambudi; Amin Suyitno; Zaenuri Mastur
Didaktik Matematika Vol 9, No 2 (2022): OCTOBER 2022
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.126 KB) | DOI: 10.24815/jdm.v9i2.25936

Abstract

Technology has become a crucial part of the learning process and a facilitator of the interaction between students and teachers. Spatial ability is a crucial ability in mathematics learning and success in STEM. In this case, Augmented Reality (AR) in mathematics learning can facilitate the abstraction of mathematics that represents a new representation of mathematics concept. The objectives of this study were to develop an application using AR which was further used to improve the spatial ability of Junior High School students. Meanwhile, the method used in this study was RD using the ADDIE model and quantitative approach through t-test. In this case, 64 students of 8th grade in Junior High School were involved as the research samples, where 32 students were in the control class and 32 students were in the experimental class. The results of this study were that the AR application was feasible to use in mathematics learning and its application enabled teacher and students to learn solid geometry using Augmented Reality with the object that can be manipulated, interact in real-time, and measure objects in the real world. It was also obtained that the learning outcomes of students who used the application were higher than the learning outcomes of students who did not use application, indicating that the application could increase stdudents spatial ability.
Design Gamification Applications in Mathematics Learning Using Augmented Reality Muslih Hasan Pambudi; Emi Pujiastuti; Sugiman Sugiman; Amin Suyitno
International Conference on Science, Education, and Technology Vol. 8 (2022)
Publisher : Universitas Negeri Semarang

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Abstract

Abstract. Students grow up with digital technologies so that they have new attitudes and learning styles for learning. Gamification enhances the involvement of students with the material and problems encountered. In this papper, we reflect on the design of gamification experience in mathematics learning using augmented reality for helping students understand and solve real world problems. We focus on designing applications for game-based learning and solving real-world problems for learning environments. This study uses Research and Development (R&D) with the ADDIE model (analyze, design, develop, implement, and evaluate). This study focuses in analyze, design, and develop step. The result of this study is the first feature of the application is facilitating the students to measure the real-world object using digital measuring tools, the second feature of the application is facilitating the student to explore real world problems that accompanied by a virtual pet through augmented reality then get credits points for solving the problems and use the point to upgrage the virtual pet . The limitation of this study is the application needed a special operating system to operate properly, the device needed AR Core embedded device. Our finding that designing gamefy application needed careful consideration of game features to enhance the students’ involvement and intentive in mathematics learning with excitement.