Hendri Handoko
Universitas Islam Negeri Siber Syekh Nurjati Cirebon

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Analysis of Students' Cognitive Abilities Based on Gender and Learning Style Bayyinah Rismawati; Hadi Kusmanto; Hendri Handoko
EduMa: Mathematics education learning and teaching Vol. 14 No. 2 (2025)
Publisher : Jurusan Tadris Matematika UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/4c4fpc06

Abstract

This study aims to determine the differences in students' cognitive abilities based on gender and the influence of learning styles on cognitive abilities. Using a quantitative method with a One Shot Case Study design, the study involved 40 students of grade VIII MTsN 2 Cirebon. Data were collected through questionnaires and tests, then analyzed descriptively, sample independent t-tests, and simple linear regressions. The results showed that there was a difference in the average cognitive ability between male and female students. The average score of male cognitive ability is 85% and is in the high category. The average cognitive ability of students with visual, auditory, and kinesthetic learning styles is in the moderate category of around 65-66%. In addition, auditory learning styles have the highest influence on students' cognitive abilities, followed by visual and then kinesthetic learning styles.
Augmented Reality Game-Based Learning, Spatial Ability, and Learning Style: An Explanatory Mixed Methods Hendri Handoko; Reo Al Farizi
Journal of Mathematics Instruction, Social Research and Opinion Vol. 5 No. 2 (2026): June
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/misro.v5i2.1210

Abstract

This study investigates the effectiveness of Augmented Reality Game-Based Learning (AR-GBL) in enhancing seventh-grade students’ spatial ability in geometry, using an explanatory mixed-methods design. The quantitative phase employed a quasi-experimental post-test-only control-group design involving 52 students from a public junior high school in Cirebon City, Indonesia. The experimental group received geometry instruction on flat-faced three-dimensional solids through AR-GBL, while the control group was taught conventionally. Data were collected using a spatial ability test and analysed through independent-samples t-tests, mastery analysis, and simple linear regression. The results indicate a statistically significant difference in spatial ability between groups (p < 0.05), with AR-GBL contributing 32.9% of the variance in students’ spatial performance and enabling both classical and individual mastery. The qualitative phase consisted of semi-structured student interviews and classroom observations to explain the quantitative results. Qualitative findings reveal that AR-GBL supported spatial understanding by strengthening three-dimensional visualization, facilitating mental rotation, increasing engagement, and enabling teacher-mediated reflection during learning activities. At the same time, initial technological adaptation and attentional regulation emerged as constraints that influenced individual learning trajectories. Integration of quantitative and qualitative findings shows that AR-GBL operates as a mediated learning environment rather than an autonomous instructional solution. These findings underscore the importance of pedagogical scaffolding to maximize the benefits of AR-based game-based learning for spatial ability development in geometry classrooms.