Sugiman Sugiman
Universitas Negeri Yogyakarta

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Journal : Jurnal Infinity

IS COMMUNICATING MATHEMATICS PART OF THE EASE OF ONLINE LEARNING FACTOR? Eka Fitria Ningsih; Sugiman Sugiman; C. Asri Budiningsih; Dita Surwanti
Jurnal Infinity Vol 12 No 1 (2023): VOLUME 12, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v12i1.p151-164

Abstract

In this study, we focus on self-disclosure, communicating mathematics, and infrastructure support in determining the ease of online learning for students of mathematics education study programs. The sample in this study were students (n=465) who were asked voluntarily to fill out an online questionnaire. Participants consisted of 335 female students (72%) and 130 male students (28%) from various universities in Indonesia. The data were analyzed quantitatively using structural equation modeling. The results of the path analysis show that the ease of online learning is influenced by self-disclosure, communicating mathematics, and infrastructure support. The R square results show that these factors influence 47%. Each path analysis shows that self-disclosure (r = 0.556 p= 0.000) and infrastructure support (r = 0.243 p = 0.000) have a significant positive relationship with the ease of online learning. Meanwhile, communicating mathematics (r = -0.025 p =0.507) has an insignificant negative relationship to the ease of online learning. Further research is needed to see how the impact of mathematical application support communicating mathematics in online learning.
The use of augmented reality to improve students' geometry concept problem-solving skills through the STEAM approach Hepsi Nindiasari; Muhammad Farhan Pranata; Sukirwan Sukirwan; Sugiman Sugiman; Maman Fathurrohman; Agus Ruhimat; Yuyu Yuhana
Jurnal Infinity Vol 13 No 1 (2024): VOLUME 13, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i1.p119-138

Abstract

This research develops learning media with a Science, Technology, Engineering, Art, Mathematics (STEAM) approach based on Augmented Reality (AR) to improve students' mathematical problem-solving abilities on geometric concepts. This method uses design-based research (DBR). The development stages consist of needs assessment and literature review, design and development, user testing to analyze user responses and evaluation and examination of the media devices being developed. The research subjects for expert tests included media experts and education experts, practicality tests for teachers, response tests for ten high school students, and examination stage tests for 30 high schools in Indonesia. The instruments used were media expert questionnaires, education expert questionnaires, practicality questionnaires, and tests. The media developed is called Augmented Reality Mathematics (ARM). The results of this research are 1) ARM media expert test in the very good category, 2) ARM educational media expert test in the very good category, 3) ARM media practicality test in the good category, 4) responses from students who use ARM media in the very good category, and 5) ARM media can improve mathematical problem-solving abilities in the moderate category. The findings of this research are that AR media is effectively used to improve students' problem-solving abilities in medium-category geometry concepts using the STEAM approach. This research concludes that using ARM media with STEAM learning can improve problem-solving abilities in geometric concepts.