{"title":"论设计 \"MathWiz \"移动应用程序原型模型作为基于 AR 的学习媒体以提高学生的数学水平","authors":"L. Hakim, Ahmad Salmun, Yayu Laila Sulastri","doi":"10.59141/jiss.v5i02.1002","DOIUrl":null,"url":null,"abstract":"Learning loss is one type of learning crisis, which refers to the loss of previously learned competencies, incomplete learning at the grade level, and the numerous consequences of not mastering learning at each grade level. As a result, attempts can be made to address these issues through advancing information technology, particularly through augmented Reality (AR)-based learning technologies and artificial intelligence with machine learning. This study aims to create and evaluate the effectiveness of the mobile application \"MathWiz\" as an AR-based learning media for improving students' mathematical proficiency. The MathWiz program is designed in three stages: listen to customers, build/revise mock-ups, and customer test drives mock-ups. Many respondents from several universities in Bandung participated in this study. According to the results, MathWiz has four advantages: (1) it can display detailed objects and learning materials in real-time; (2) interactivity supported by sophisticated and accurate audio text, video, images, and animation features; (3) has the potential to improve students' mathematical proficiency, and (4) has the potential to increase students' interest in learning mathematics and reduce boredom. The results of this study show that learning mathematics can be made more entertaining and memorable through lecturer innovation.","PeriodicalId":500768,"journal":{"name":"Jurnal Indonesia Sosial Sains","volume":"49 8","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"On Designing Prototype Model of “MathWiz” Mobile Application as an AR-Based Learning Media to Improve Students’ Mathematical Proficiency\",\"authors\":\"L. Hakim, Ahmad Salmun, Yayu Laila Sulastri\",\"doi\":\"10.59141/jiss.v5i02.1002\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Learning loss is one type of learning crisis, which refers to the loss of previously learned competencies, incomplete learning at the grade level, and the numerous consequences of not mastering learning at each grade level. As a result, attempts can be made to address these issues through advancing information technology, particularly through augmented Reality (AR)-based learning technologies and artificial intelligence with machine learning. This study aims to create and evaluate the effectiveness of the mobile application \\\"MathWiz\\\" as an AR-based learning media for improving students' mathematical proficiency. The MathWiz program is designed in three stages: listen to customers, build/revise mock-ups, and customer test drives mock-ups. Many respondents from several universities in Bandung participated in this study. According to the results, MathWiz has four advantages: (1) it can display detailed objects and learning materials in real-time; (2) interactivity supported by sophisticated and accurate audio text, video, images, and animation features; (3) has the potential to improve students' mathematical proficiency, and (4) has the potential to increase students' interest in learning mathematics and reduce boredom. The results of this study show that learning mathematics can be made more entertaining and memorable through lecturer innovation.\",\"PeriodicalId\":500768,\"journal\":{\"name\":\"Jurnal Indonesia Sosial Sains\",\"volume\":\"49 8\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Jurnal Indonesia Sosial Sains\",\"FirstCategoryId\":\"0\",\"ListUrlMain\":\"https://doi.org/10.59141/jiss.v5i02.1002\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Indonesia Sosial Sains","FirstCategoryId":"0","ListUrlMain":"https://doi.org/10.59141/jiss.v5i02.1002","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
学习损失是学习危机的一种,指的是以前所学能力的损失、年级学习的不完整,以及没有掌握每个年级的学习所带来的诸多后果。因此,可以尝试通过信息技术的发展,特别是通过基于增强现实(AR)的学习技术和机器学习的人工智能来解决这些问题。本研究旨在创建和评估移动应用程序 "MathWiz "作为基于 AR 的学习媒体在提高学生数学水平方面的有效性。MathWiz 程序的设计分为三个阶段:倾听客户意见、构建/修改模拟模型、客户试驾模拟模型。来自万隆几所大学的许多受访者参与了这项研究。研究结果表明,MathWiz 有四个优点:(1)可以实时显示详细的对象和学习材料;(2)在复杂和准确的音频文本、视频、图像和动画功能的支持下具有交互性;(3)具有提高学生数学水平的潜力;(4)具有提高学生学习数学的兴趣和减少厌学情绪的潜力。本研究的结果表明,通过讲师的创新,数学学习可以变得更加有趣和难忘。
On Designing Prototype Model of “MathWiz” Mobile Application as an AR-Based Learning Media to Improve Students’ Mathematical Proficiency
Learning loss is one type of learning crisis, which refers to the loss of previously learned competencies, incomplete learning at the grade level, and the numerous consequences of not mastering learning at each grade level. As a result, attempts can be made to address these issues through advancing information technology, particularly through augmented Reality (AR)-based learning technologies and artificial intelligence with machine learning. This study aims to create and evaluate the effectiveness of the mobile application "MathWiz" as an AR-based learning media for improving students' mathematical proficiency. The MathWiz program is designed in three stages: listen to customers, build/revise mock-ups, and customer test drives mock-ups. Many respondents from several universities in Bandung participated in this study. According to the results, MathWiz has four advantages: (1) it can display detailed objects and learning materials in real-time; (2) interactivity supported by sophisticated and accurate audio text, video, images, and animation features; (3) has the potential to improve students' mathematical proficiency, and (4) has the potential to increase students' interest in learning mathematics and reduce boredom. The results of this study show that learning mathematics can be made more entertaining and memorable through lecturer innovation.