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Journal : Journal of Education Technology

The The Effectiveness of Virtual Reality in Mathematics for SPLDV Material Komang Elik Mahayani; Ketut Agustini; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.62458

Abstract

The lack of learning media and teacher creativity in implementing mathematics learning results in a lack of students' understanding and enthusiasm in learning mathematics. This research aims to analyze the design, feasibility, effectiveness and response of teachers and students in implementing virtual reality learning based on case-based learning in class VIII mathematics subjects. The research uses the Dick and Carey development model. The research subjects consisted of two content experts, one instructional design expert, one learning media expert, three individual test students, nine small group test students, and thirty-two field test students. The data collection methods used were interviews, questionnaires, tests and documentation. The data analysis techniques used are quantitative descriptive analysis, inferential statistical analysis (t-test), and N-Gain test. The content expert test results showed very high validity based on Gregory's validity. The expert test found, the score percentage is considered very good. Based on the t-test calculation, the significance value (Sig. 2-tailed) of 0.000 is smaller than 0.05 (p > 0.05), rejecting the null hypothesis (H0) and accepting the alternative hypothesis (Ha). So, it can be concluded that there is a significant difference in learning outcomes before and after using virtual reality based on case-based learning. The N-Gain calculation produces a score of 0.741, which indicates a high category so it can be concluded that the use of virtual reality learning based on case-based learning is effective in improving student learning outcomes in class VIII mathematics subjects.
Interactive Multimedia with Problem-Based Learning in Mathematics Harianto, Nur Aliza; I Gde Wawan Sudatha
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.64656

Abstract

Considering that mathematics material has an important role in everyday life, learning media in learning requires learning media to present learning material that is abstract to become concrete. Interactive multimedia can increase student learning outcomes in mathematics. Apart from that, the PBL learning model is able to encourage students to learn actively in solving a problem. Therefore this research aims to develop interactive multimedia with problems based on learning in mathematics for class VII students of junior high school. This type of research is development research with the ADDIE model which includes five systematic stages in it. The data collected are quantitative data and qualitative data using 3 data collection methods, namely interviews, questionnaires, objective tests. The stages of the ADDIE model which consists of five stages, namely the stages of analysis, design, development, implementation and evaluation. The results of this study indicate that problem-based interactive multimedia learning is valid with very good qualifications. Moreover multimedia interactive learning with problem-based learning was effectively used in learning class VII mathematics set material at junior high school.
Augmented Reality Media About the Solar System to Improve Learning Outcomes of Fourth Grade Elementary School Students A.A. Komang Melia Sukmawati; I Gde Wawan Sudatha; I Kadek Edi Yudiana
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.91122

Abstract

The limitations of interactive and contextual learning media are one of the factors that hinder students' understanding of the solar system concept, while also contributing to low learning outcomes. This study aims to develop and test Augmented Reality (AR)-based learning media that are valid, practical, and effective in improving students' learning outcomes on solar system material in IPAS content. The type of research used is development research (Research and Development) with the ADDIE model. The research subjects consist of 24 sixth-grade elementary school students. Data collection techniques included expert validation using a rating scale questionnaire, practicality testing by teachers and students through questionnaires, and objective tests in the form of pre-tests and post-tests to measure learning outcomes. The data obtained were analysed quantitatively through validity tests, practicality tests, and statistical tests using the Paired Sample T-Test to determine the significance of the improvement in learning outcomes. The results showed that the developed AR media had high validity and practicality and was effective in improving students' understanding and learning outcomes. The conclusion of this study indicates that AR-based media can be an innovative solution to improve the quality of learning on solar system material. The implications of this study point to the wider use of AR technology in thematic learning in elementary schools.