DEVELOPMENT OF ELECTRONIC MODULE WITH AUGMENTED REALITY ON PYRAMID FOR VIII GRADE

Evalia Nuryana, A. Wintarti
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Abstract

In order to create a joyful learning environment, especially during a pandemic that requires learning to be carried out online, an innovation is needed such as the use of interactive learning media for mutual learning which can be accessed online. Electronic modules with Augmented Reality are packaged in the form of learning media that can be used independently everytime and everywhere. This study aims to develop an electronic module with android-based Augmented Reality named "AR LIMAS" as a media to improve students' abilities on pyramid geometry problem. The selection of pyramid material in the electronic module was based on several previous studies regarding the misconceptions experienced by students on pyramid. The development of this electronic module used the ADDIE research method by taking into account the scores ​​of validity, practicality, and effectiveness for the creation of good learning media. This electronic module was tested on 3 students of VII grade who have low, medium, and high mathematical ability. The categorization of students' mathematical ability was based on the final examination scores in the previous semester. Based on the assessment of experts, this electronic module was declared to have a good category with a validity percentage of 86.59%. Then the results of the questionnaire using the electronic module obtained a practicality percentage value of 98.35% with a very good category. The results of pretest with an average score of 15 increased in posttest with an average score of 82.5, so the module was considered effective in improving students' understanding on pyramid. Keywords: electronic module, android, augmented reality, pyramid, development.             
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八年级金字塔上增强现实电子模块的开发
为了创造一个愉快的学习环境,特别是在需要在线学习的大流行期间,需要进行创新,例如使用可在线访问的互动式学习媒体进行相互学习。具有增强现实功能的电子模块以学习媒体的形式打包,可以随时随地独立使用。本研究旨在开发一个基于android增强现实的电子模块“AR LIMAS”作为媒体,以提高学生对金字塔几何问题的能力。电子模块中金字塔材料的选择是基于先前几项关于学生对金字塔的误解的研究。本电子模块的开发采用了ADDIE研究方法,综合考虑了效度、实用性、有效性三个方面的分数,以创造良好的学习媒体。本电子模块对三名七年级学生进行了测试,他们分别是低、中、高三种数学能力。学生数学能力的分类是基于上学期的期末考试成绩。经专家评估,该电子模块为良好类别,效度为86.59%。然后使用电子模块的问卷调查结果获得了98.35%的实用性百分比值,类别很好。前测平均分为15分,后测平均分为82.5分,前测结果有所提高,因此认为该模块对提高学生对金字塔的理解是有效的。关键词:电子模块,android,增强现实,金字塔,发展。
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审稿时长
24 weeks
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