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The Effect of STEAM-Based Learning Assisted by Educational Games and Virtual Reality on Junior High School Students’ Learning Motivation in Basic Programming Materials Novianti, Riska; Achmad Buchori; Wijayanto
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 06 (2026): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i06.2283

Abstract

This study is motivated by the need for technology-based learning innovations to enhance students’ learning motivation, particularly through the integration of the STEAM approach with educational games and virtual reality. This study aims to analyze the effect of STEAM-based learning assisted by educational games and virtual reality on students’ learning motivation. The method used was a quasi-experimental design with a pretest-posttest control group. The research subjects consisted of 56 students divided into an experimental class and a control class. Data were collected using a learning motivation questionnaire that had been tested for validity and reliability, while data analysis was conducted using multiple linear regression tests with IBM SPSS Statistics 27. The results showed that simultaneously, educational games and virtual reality had a significant effect (sig. 0.031 < 0.05) on students’ learning motivation. However, partially, educational games did not have a significant effect (sig. 0.091 > 0.05), and virtual reality also did not show a significant effect (sig. 0.984 > 0.05). The coefficient of determination (R²) value of 0.242 indicates that both variables contributed 24.2% to students’ learning motivation. These findings suggest that the integration of technology in STEAM learning has the potential to improve learning motivation; however, the effectiveness of each medium still needs to be optimized to produce a more significant partial effect.
EFEKTIVITAS PENGGUNAAN MULTIMEDIA INTERAKTIF DENGAN PENDEKATAN MATEMATIKA REALISTIK PADA MATA KULIAH MATEMATIKA SMA Noviana Dini Rahmawati; Achmad Buchori; Dhian Endahwuri
Jurnal Karya Pendidikan Matematika Vol 3, No 2 (2016): Jurnal Karya Pendidikan Matematika
Publisher : Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (141.225 KB) | DOI: 10.26714/jkpm.3.2.2016.%p

Abstract

Penelitian ini bertujuan untuk mengetahui ada tidaknya perbedaan rata-rata hasil belajar antara mahasiswa yang dikenai model pembelajaran RME berbantuan multimedia interaktif dan model konvensional pada mahasiswa. Populasi dalam penelitian ini adalah seluruh mahasiswa semester 4 Pendidikan Matematika UPGRIS. Sampel diambil dengan menggunakan teknik cluster random sampling. Metode pengumpulan data ini dengan menggunakan metode wawancara, metode tes, dan metode dokumentasi. Hasil penelitian menunjukkan bahwa: (a) Tidak terdapat perbedaan antara hasil belajar mahasiswa pada pembelajaran RME berbantuan Lectora dan pembelajaran RME berbantuan Prezi dengan nilai . (b) Terdapat perbedaan antara hasil belajar mahasiswa pada pembelajaran RME berbantuan Lectora dengan pembelajaran konvensional dengan nilai . Apabila dilihat dari selisih reratanya diperoleh 8,182, maka dapat disimpulkan bahwa hasil belajar mahasiswa pada pembelajaran RME berbantuan Lectora lebih baik daripada pembelajaran konvensional. (c) Tidak terdapat perbedaan antara hasil belajar mahasiswa pada pembelajaran RME berbantuan Prezi dengan pembelajaran konvensional dengan nilai.Kata Kunci: RME, Multimedia Interaktif, Lectora, Prezi
PENGEMBANGAN E-MODUL GEOMETRI DENGAN PENDEKATAN MATEMATIKA REALISTIK DI SEKOLAH DASAR Achmad Buchori; Noviana Dini Rahmawati
Sekolah Dasar: Kajian Teori dan Praktik Pendidikan Vol. 26 No. 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um009v26i12017p23-29

Abstract

Abstract: This study aims at developing 4D model into 3D following define, design, and development phase. E-module with RME approach is firstly validated by media expert, material expert and also questionnaire of student response. It obtained a score of 85.2% from a material expert, 89.2% from media expert validation 89.2%, and 85.2% from students’ response, hence, E-modules developed deserve to be utilized with the very good category. In addition, the experiment class’ learning outcomes are better than control classes. Therefore, E-module development with RME approach is feasible and can be used in elementary mathematics learning particularly in Geometry learning. Abstrak: Penelitian ini bertujuan untuk mengembangan model 4D menjadi 3D dengan tahap define (pendefinisian), design (perencanaan), dan development (pengembangan). E-modul dengan pendekatan PMR terlebih dahulu dilakukan uji validasi oleh ahli media, ahli materi dan juga angket tanggapan siswa. Diperoleh rata-rata penilaian validasi ahli materi 85,2%, validasi ahli media 89,2%, penilaian tanggapan siswa 85,2%, Jadi media E-modul layak digunakan dengan kategori sangat baik. Hasil belajar kelas eksperimen lebih baik dari kelas kontrol. Jadi pengembangan E-modul dengan pendekatan PMR layak dan dapat digunakan dalam pembelajaran matematika SD khususnya geometri.