Manggalastawa, Manggalastawa
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Pengaruh media smart box berbasis digital terhadap hasil belajar siswa sekolah dasar pada mata pelajaran pendidikan pancasila Sukmawati, Aura; Rohim, Dhina Cahya; Prasetiyanto, Moh. Aris; Rahmawati, Septina; Manggalastawa, Manggalastawa
COLLASE (Creative of Learning Students Elementary Education) Vol. 8 No. 1 (2025)
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/collase.v8i1.26660

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Smart Box berbasis digital terhadap hasil belajar siswa pada mata pelajaran Pendidikan Pancasila di kelas III, penelitian dilakukan di SDN 3 Blimbing Kidul. Hasil belajar pendidikan pancasila peserta didik kelas III masih tergolong rendah, yang sudah mencapai KKTP ada 9 peserta didik atau 25%, sedangkan peserta didik yang belum mencapai KKTP ada 26 peserta didik atau 75%. Selain itu penggunaan media pembelajaran yang masih konvensional. Metode penelitian yang digunakan pada penelitian ini ialah metode kuantitatif dalam bentuk Pre- Experimen Design. Desain yang digunakan dalam penelitian ini One- Group pretest-posttest design, dalam penelitian ini terdapat satu kelompok eksperimen. Berdasarkan analisis data dengan menguji normalitas, serta hasil Post-test di kelas eksperimen mencapai 0.198, dilanjutkan dengan uji t yang menunjukan nilai sig sebesar 0.000, yang lebih kecil dari 0.05. Temuan ini menegaskan bahwa penggunaan media smart box berbasis digital secara signifikan mempengaruhi hasil belajar siswa pada mata pelajaran pendidikan pancasila di kelas III. Media smart box berbasis digital memberikan efek yang baik dalam meningkatkan hasil belajar pendidikan pancasila di kelas III dibandingkan dengan pembelajaran konvesional. Kata Kunci: Media Smart Box Berbasis Digital, Pendidikan Pancasila, Hasil Belajar.
Augmented Reality Learning Media with Ethnomathematic Approach to Grow Students' Mathematics Learning Motivation Rohim, Dhina Cahya; Hana, Fida Maisa; Manggalastawa, Manggalastawa; Saharani, Safira; Himayati, Ade Ima Afifa
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 8, No 4 (2024): October
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v8i4.25740

Abstract

The efforts that can be made to increase learning motivation are through the use of learning media integrated with current technology with a culture-based approach that students often find in everyday life. The purpose of this study was to describe the importance of AR in mathematics learning, the use of technology in ethnomathematics, and the effects of AR in fostering student learning motivation. This research method is Systematic Literature Review (SLR) with the PRISMA (Preferred Recording Items for Systematic Review and Meta-analysis) technique. The article search process uses a database from international journals indexed by Scopus and found 287 articles. Then a feasibility study was carried out according to the specified criteria so that 18 final articles were obtained. The results of the study showed that: (1) the use of AR in mathematics learning is very important because it has a positive impact such as improving learning outcomes, increasing learning motivation, improving the quality of learning, creating fun learning, improving learning experiences and improving creative thinking skills; (2) Cultural integration combined with technology provides benefits, namely learning becomes interesting so that it can foster student learning motivation, the form of integration between AR technology and ethnomathematics can be in the form of developing interactive learning media, modules or android-based media; and (3) Several studies using AR-based learning media have provided significant results in increasing students' learning motivation. 
PENGEMBANGAN LKPD INTERAKTIF BERBASIS AUGMENTED REALITY BERMUATAN BUDAYA NUSANTARA PADA MATERI PECAHAN Rohim, Dhina Cahya; Hana, Fida MAisa; Manggalastawa, Manggalastawa; Himayati, Ade Ima Afifa
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 3 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i3.13837

Abstract

Students' difficulties in learning mathematics in elementary school are caused by its abstract nature and the use of models and teaching materials that are less interesting. Therefore, innovation is needed by providing technology-based teaching materials and linking the material to real problems such as worksheet.. This study aims to develop an interactive AR-based worksheet containing Indonesian culture that is valid and practical as an alternative teaching material and can help the learning process become more interesting. This research method is a Borg & Gall model development research with procedures including potential and problems, data collection, design planning, assessment, revision, usability testing, and final revision. Data collection techniques used observation, interviews and questionnaires. The product validity data analysis technique was carried out by calculating the percentage of the value. The validation results from material experts were 88.5%, media experts 84.5%, and cultural experts 86.8%. Therefore, the overall validation results can be categorized as very valid. The practicality test was conducted by administering a student response questionnaire, with a result of 81.9%, thus categorizing it as very practical. Therefore, it can be concluded that the development of AR-based interactive student worksheets (LKPD) with Indonesian cultural content on fractions is valid and practical for use.