Ethnomathematics Augmented Reality: Android-Based Learning Multimedia to Improve Creative Thinking Skills on Geometry

Q2 Social Sciences
R. Richardo, A. Wijaya, Tri Rochmadi, A. A. Abdullah, Nurkhamid, Astri Widi Astuti, Khasanah Nur Hidayah
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引用次数: 1

Abstract

Based on previous research, an Android-based AR learning media with an ethnomathematical context has been developed. The media was specially developed for vocational students and prospective mathematics teachers in teaching and learning geometry. However, there has been no research on the development of android-based AR learning media using the ethnomathematical context of Yogyakarta, Indonesia, especially for junior high school students. This research is expected to make a new contribution in the field of AR-based learning technology with ethnomathematics for junior high school students. This is development research carried out using the ADDIE model which consists of five categories: analysis, design, development, implementation, and evaluation. The research was conducted in one of the Islamic junior high schools in Yogyakarta. There were 4 expert validators, 4 mathematics teachers, and 18 students involved in this study. The results of the validity test showed that the multimedia developed was regarded as very valid with a material expert score of 0.83 and a media expert score of 0.80. The results of the practicality test revealed that the multimedia was in the practical category with a practicality percentage of 89% based on teacher assessment and 84% based on student assessment. The data analysis which was carried out using one sample t-test obtained a value of t = 9.92 which was higher than the value of t-table = 1.74. Thus, it can be concluded that the multimedia developed in this current research is effective in improving students’ creative thinking skills.
民族数学增强现实:基于android的多媒体学习提高几何的创造性思维技能
在前人研究的基础上,开发了一种基于android的AR学习媒体,具有民族数学背景。该媒体是专门为中职学生和准数学教师在几何教学中开发的。然而,目前还没有基于印度尼西亚日惹民族数学背景的基于android的AR学习媒体开发研究,特别是针对初中生的研究。本研究有望在基于ar的初中民族数学学习技术领域做出新的贡献。这是使用ADDIE模型进行的开发研究,该模型包括五个类别:分析,设计,开发,实施和评估。这项研究是在日惹的一所伊斯兰初中进行的。本研究共涉及4名专家验证者、4名数学教师和18名学生。效度检验结果表明,多媒体开发的材料专家得分为0.83,媒体专家得分为0.80,被认为是非常有效的。实用性测试结果显示,多媒体属于实用性范畴,教师评价的实用性百分比为89%,学生评价的实用性百分比为84%。采用单样本t检验进行数据分析,得到t = 9.92高于t-table = 1.74的值。因此,可以得出结论,本研究开发的多媒体对提高学生的创造性思维能力是有效的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
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