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Journal : Indo-MathEdu Intellectuals Journal

The Effect of Application-Based Augmented Reality Technology as Learning Media on the Learning Outcomes of MAN 1 Padangsidimpuan Plus Riset Students Nasution, Khoirul Bahri; Novitasari, Wiwik; Siregar, Yulia Anita; Sahara, Nur; Agustina, Lisna
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2493

Abstract

This study was conducted to determine the use of application-based augmented reality technology as a learning medium to influence student learning outcomes at MAN 1 Padangsidimpuan Plus Research. This research is a quantitative research using experimental research methods. The experiment used is the use of application-based augmented reality technology as a learning medium which will be carried out in class XI MAN 1 Padangsidimpuan Plus Research. The data collection techniques used in this study used test, questionnaire, and observation instruments. Data analysis was carried out using simple linear regression analysis. The results of the research that will be obtained are in the form of the significance of the hypothesis test on the learning outcomes of students in the experimental class after receiving the treatment of using application-based augmented reality technology as a learning medium. Based on the results of a simple linear regression analysis test using IBM SPSS Statistics 25 software, the significance value obtained was 0.026 < 0.05. That there was an influence of the use of application-based augmented reality technology as a learning medium on the learning outcomes of MAN 1 Padangsidimpuan Plus Research students
Implementasi E-Book dengan Pendekatan PjBL dalam Meningkatkan Literasi Matematis Siswa SMA Muhammadiyah 11 Kota Padangsidimpuan Siregar, Yulia Anita; Darwis, Muhammad; Harahap, Eli Marlina; Hanum, Yuwinda Habibah; Putri, Radika
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4068

Abstract

This study aims to determine whether the use of e-books with a Project-Based Learning (PjBL) approach can improve the mathematical literacy of students at Muhammadiyah 11 Senior High School in Padangsidimpuan City. The research method used was quantitative with an experimental design involving two groups: an experimental group using e-books based on the PjBL approach and a control group using conventional learning, with a total of 60 students. Data were collected through a mathematical literacy test based on story problems and a questionnaire about the e-book and PjBL learning. Data analysis techniques included normality and homogeneity tests, t-test, N-Gain test. The results showed that the experimental group experienced an increase in scores from a pretest of 52.3 to a posttest of 78.5, with an N-Gain value of 0.55 (moderate category). In contrast, the control group improved from 51.8 to 66.2, with an N-Gain of 0.34 (low category). This indicates that using PjBL-based e-books is more effective in enhancing students' mathematical literacy compared to conventional learning.
The Effect of Application-Based Augmented Reality Technology as Learning Media on the Learning Outcomes of MAN 1 Padangsidimpuan Plus Riset Students Nasution, Khoirul Bahri; Novitasari, Wiwik; Siregar, Yulia Anita; Sahara, Nur; Agustina, Lisna
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2493

Abstract

This study was conducted to determine the use of application-based augmented reality technology as a learning medium to influence student learning outcomes at MAN 1 Padangsidimpuan Plus Research. This research is a quantitative research using experimental research methods. The experiment used is the use of application-based augmented reality technology as a learning medium which will be carried out in class XI MAN 1 Padangsidimpuan Plus Research. The data collection techniques used in this study used test, questionnaire, and observation instruments. Data analysis was carried out using simple linear regression analysis. The results of the research that will be obtained are in the form of the significance of the hypothesis test on the learning outcomes of students in the experimental class after receiving the treatment of using application-based augmented reality technology as a learning medium. Based on the results of a simple linear regression analysis test using IBM SPSS Statistics 25 software, the significance value obtained was 0.026 < 0.05. That there was an influence of the use of application-based augmented reality technology as a learning medium on the learning outcomes of MAN 1 Padangsidimpuan Plus Research students