THE PRACTICE OF USING INTERACTIVE MEDIA WITH AUGMENTED REALITY (AR) BASED ON STEAM (SCIENCE, TECHNOLOGY, ENGINEERING, ARTS AND MATHEMATICS) IN STUDENT LEARNING

Husni Sabil, Noverma Noverma, Silfiani Indri
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Abstract

The purpose of this study was to describe the practicality of interactive learning media with augmented reality (AR) based on STEAM in learning mathematics in junior high school. This study uses the ADDIE type of research and development method. The subjects of this study were 2 schools consisting of 1 school for the experimental class (15 students) and 1 school for the control class (15 students). The number of teachers involved was 2 teachers for the class. The data collection technique used a questionnaire aimed at teachers and students. The results of the study can be concluded that STEAM-based augmented reality practicum can improve the quality of mathematics learning in junior high school. The results showed that for the individual test, namely 2 teachers who teach mathematics subjects, the percentage was 88.20%. are in the practical category, while in the small group trial, namely 15 students, the percentage of 90.24% is in the very practical category. This study implies that research results can be input for teachers to optimize media and learning approaches, one of which is the use of the STEAM approach with augmented reality media
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在学生学习中使用基于蒸汽(科学、技术、工程、艺术和数学)的增强现实(ar)互动媒体的实践
本研究旨在探讨基于STEAM的增强现实互动学习媒体在初中生数学学习中的实用性。本研究采用ADDIE型的研究开发方法。本研究的对象为2个学校,其中实验班1个学校(15名学生),对照组1个学校(15名学生)。参与的教师人数为班上2名教师。数据收集技术采用了针对教师和学生的问卷调查。研究结果表明,基于steam的增强现实实习能够提高初中数学学习质量。结果表明,在个别测试中,即2名教授数学科目的教师,百分比为88.20%。都属于实践类,而在小组试验中,即15名学生中,90.24%的比例属于非常实践类。本研究表明,研究结果可以为教师优化媒体和学习方法提供输入,其中之一是将STEAM方法与增强现实媒体结合使用
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