基于民族数学的交互式增强现实多媒体开发

R. Kariadinata, Amelia Muhibatul Milah, H. Sugilar
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引用次数: 0

摘要

数学是在抽象概念中提出的,因此需要提供能够通过互动多媒体应用来方便理解这些概念的设施。这项研究的目的是开发一种基于民族主义的多媒体强化现实数学,可以用于平边构建材料的学习材料。用于研究与开发(R&D) ADDIE模型(分析、设计、开发、实现、评估)研究的方法。研究样本是万隆初中八年级的产品试验班。使用的仪器是测试仪器和非测试仪器。研究结果:1)测试结果具有非常有效的标准,总百分比为89.51%;2)大规模实践测试结果,总81.8%的标准非常实用;3)标准使用40%的测试结果是有效的。因此,可以推断,基于人种学的多交互媒体增强的现实可以在学习中使用。数学在抽象的概念中呈现,所以有必要提供一些概念来理解这些概念,这些概念可以通过多媒体互动应用来实现。这项研究的目的是培养一种相互作用的现实,这种现实基于一种可以用于学习聚面体的知识。本研究与发展(R&D)的模式(分析、设计、发展、实现、评估)中使用的方法。样本研究是万隆市初级高中八年级的成绩,是一个产前试验类。使用的工具是测试和非测试仪器。研究结果:1)开发人员在总平均价格为89.51%的情况下进行了有效的综述。2)这是对大尺度试验的结果,总剂量为81.8%,非常熟练的crit露天材料;第三)这是对具有相当效果的40%观点的重大尺度的结果测试。因此,这可能会得出这样的结论:基于共同动力的多媒体性脑电图是可以在学习中使用的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Interactive Augmented Reality Multimedia Based on Ethnomatematics
Matematika disajikan dalam konsep yang abstrak sehingga diperlukan adanya fasilitas yang dapat memberikan kemudahan dalam memahami konsep tersebut salah satunya dapat melalui penerapan multimedia interaktif. Tujuan penelitian ini adalah mengembangkan multimedia interaktif Augmented Reality berbasis etnomatematika yang dapat digunakan pada pembelajaran materi bangun ruang sisi datar. Metode yang digunakan pada penelitian yaitu Research and Development (R&D) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Sampel penelitian yaitu kelas VIII F di salah satu SMP di Bandung sebagai kelas uji coba produk. Instrumen yang digunakan yaitu instrumen tes dan non tes. Hasil penelitian diperoleh: 1) Hasil uji validitas memiliki kriteria sangat valid dengan rata-rata persentase total sebesar 89,51%; 2) Hasil uji praktikalitas pada skala besar dengan total persentase 81,8% kriteria sangat Practical; 3) Hasil uji efektivitas pada skala besar dengan persentase 40% pada kriteria cukup efektif. Sehingga dapat disimpulkan multimedia interaktif Augmented Reality berbasis etnomatematika layak untuk digunakan dalam pembelajaran.  Mathematics is presented in an abstract concept, so it is necessary to have facilities that can provide convenience in understanding these concepts, one of which can be through the application of interactive multimedia. The purpose of this research is to develop an interactive Augmented Reality based on ethnomathematics that can be used in learning polyhedron. The method used in this research is Research and Development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research sample was 8th grade calss of junior high school in Bandung city as a product trial class. The instruments used are test and non-test instruments. The research results obtained: 1) The results of the validity test shows that the developed multimedia have a very valid criteria with total average percentage of 89.51%; 2) The results of the practicality test on a large scale with total percentage of 81.8% with very practical criteria; 3) The results of the effectiveness test on a large scale with percentage of 40% on the criterion of being quite effective. So, it can be concluded that interactive augmented eeality multimedia based on ethnomathematics is feasible to use in learning.
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