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Developing mathematics virtual reality based on understanding mathematical concepts Anisa, Putri Mutiara; Saenih, Saenih; Oktaviani, Anisa; Pramuditya, Surya Amami; Sundawan, Mohammad Dadan
Jurnal Elemen Vol 10 No 2 (2024): May
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v10i2.25487

Abstract

This research was motivated by students' difficulties understanding the basic concepts of abstract flat-side spatial shapes. So, learning media is needed to help students understand the material that is made interesting by utilising technology in the form of virtual reality. The research aims to determine the development of virtual reality media towards students' conceptual understanding, which has been tested validly and practically, so that it can be used as an active and exciting learning media. The method used in this research is a qualitative approach using the Research and Development method and the ADDIE model using the Millealab application. Participants were eighth-grade students at junior high schools. The outcomes of the research show that virtual reality is an innovative learning media that utilises technological developments in learning media and provides a quick, engaging, and fun understanding so that students can more easily understand mathematical concepts in flat-sided material. Virtual reality learning media has been extensively tested to be valid, practical, and suitable for use in learning. Suggestions for this research can provide an innovative development of virtual learning media, which still has many shortcomings, so that it is much better and produces like learning.
DESIGN OF LEARNING MATERIALS ON LIMIT FUNCTION BASED MATHEMATICAL UNDERSTANDING Muchamad Subali Noto; Surya Amami Pramuditya; Yudrick Maulana Fiqri
Jurnal Infinity Vol 7 No 1 (2018): Volume 7 Number 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v7i1.p61-68

Abstract

In learning process, students are currently cannot be separated from learning difficulties, including the study material algebra limit function. It because the level of students' mathematical understanding regarding the material is still quite low. This study aimed to analyze the barriers to student learning, designing learning materials based on the material mathematics understanding algebra limit function is valid, determine teacher intervention during the implementation of learning materials and to analyze barriers to student learning after the implementation of learning materials. This research is a qualitative research study design using the form Didactical Design Research. Stages of research conducted: 1) analysis of the situation didactic before learning, 2) analysis of metapedadidatik and 3) the retrospective analysis. Data collection techniques used were tests, interviews, questionnaires, and documentation. The instrument used was a matter TKPM (Comprehension Mathematical Ability Test), interview, validation sheet materials, and documentation guidelines. Research results obtained are students experiencing obstacle to learning the material limit algebra functions. These obstacles are 1) students' difficulties in relating the material prerequisites to limit problems. 2) students can not write properly limit symbol, 3) students can not apply a limit theorem, 4) students are not able to determine the limit value at one point, and 5) students cannot determine the value of the limit at infinity. Learning materials that have been made have validation level of  with very valid criteria. The response was given when the student intervention, generally in accordance with response prediction so that interventions carried out in accordance with the design that has been made. After learning materials student learning obstacles implemented reduced/minimized.
CHARACTERISTICS OF STUDENTS' MATHEMATICAL PROBLEM SOLVING ABILITIES IN OPEN-ENDED-BASED VIRTUAL REALITY GAME LEARNING Surya Amami Pramuditya; Muchamad Subali Noto; Fuji Azzumar
Jurnal Infinity Vol 11 No 2 (2022): VOLUME 11, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v11i2.p255-272

Abstract

This research is motivated by the problem-solving ability of students is still low, and the teaching materials used cannot be studied independently. The purpose of this study was to determine students' profiles about students' problem-solving abilities seen from indicators of choosing and implementing the problem-solving strategies to solve mathematical and outside mathematics using open-ended-based virtual reality games. A virtual reality game through open-ended-based learning media is made with the concept of moving the situation of learning mathematics in the real world into a virtual world displayed through a computer. This research used a qualitative method with a case study design. The research instrument used is a question of mathematical problem-solving ability through open-ended-based and interview transcripts. The research subjects were six eighth grade Junior High School students consisting of two students with high knowledge, two with moderate knowledge, and two with common knowledge. The result showed that students have different mathematical problem-solving abilities from each indicator, namely 1) identifying the adequacy of data for problem-solving, 2) making mathematical models from everyday situations or problems, 3) selecting and implementing strategies to solve math and math problems outside of using virtual reality games through open-ended based.
MathAR Book Technology Innovation: Effectiveness of Using Augmented Reality-Based Mathematics Books on Students' Mathematical Understanding Ability Prihatini, Atik; Dewi, Utami; Pramuditya, Surya Amami; Aminah, Neneng
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 2 (2024): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i2.1141

Abstract

Educational innovation continues to develop with advances in digital technology, including the use of Augmented Reality (AR) in learning. This research aims to measure the effectiveness of AR-based mathematics books (MathAR Book) on students' mathematical understanding. MathAR Book integrates traditional learning content with AR elements such as 3D visualization and interactive animations to increase student interest and engagement in learning mathematics. This research methodology uses a quasi-experimental approach with a pretest-posttest design. The sample consisted of class XII students who were randomly selected and divided into an experimental group that used the MathAR Book and a control group that used conventional textbooks. The instruments used include tests of understanding mathematical concepts, learning motivation questionnaires, and in-depth interviews. The results showed a significant increase in students' mathematical understanding in the experimental group compared to the control group. MathAR Book students also showed increased learning motivation and concept visualization abilities. Student feedback indicates that AR creates a more engaging and effective learning environment. In conclusion, the MathAR Book effectively improves students' mathematical understanding.
Analysis of Student Perceptions on the Use of Interactive Mathematics Learning Media Dewi, Utami; Atik Prihatini; Surya Amami Pramuditya; Neneng Aminah
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 2 (2024): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i2.1147

Abstract

This study analyzes students' perceptions of using Quizizz as an interactive mathematics learning media in the classroom. Quizizz media was chosen because Quizizz is the most popular among teachers and students. Using a quantitative descriptive method, the study involved 60 grade X high school students who had used Quizizz. Data were collected through a Likert-scale-based closed questionnaire, measuring ease of use, learning benefits, and student engagement. The analysis showed that students had positive perceptions of Quizizz, with 80% stating that the platform was easy to use, 75% feeling that Quizizz helped them understand the material, and 70% feeling more motivated. Linear regression tests showed a significant relationship between ease of use, learning benefits, and student engagement in learning motivation. Most students felt more active and motivated while using Quizizz, most likely due to the competitive elements such as the leaderboard and point system. These elements not only boost students' intrinsic motivation but also generate extrinsic motivation through healthy competition among students. The more positive students' perceptions of Quizizz, especially in ease of use and learning benefits, the higher their motivation to participate in the learning process. This study concluded that Quizizz is an effective mathematics learning media, improves learning outcomes, and motivates students to be more actively involved in learning.
Students' Mathematical Understanding Ability On The Material Of The Linear Absolute Value Of One Variable Assisted By A Digital Module Pujakusuma, Gina Kustina; Pramuditya, Surya Amami
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 8 No. 1 (2023): Mathline
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v8i1.273

Abstract

Mathematical understanding ability is an ability that is considered important for students because it is the basis for other mathematical abilities. However, it turns out that students' mathematical comprehension ability is still low, especially in the part of linking between concepts. The problem must be solved so that the student does not have difficulties in receiving the material. To solve this problem, researchers choose teaching materials in the form of digital modules that are considered capable of improving mathematical understanding skills. This research uses a qualitative approach with a case study method. Data collection is carried out by means of interviews, tests, and observations. Data processing is carried out by means of reduction, presentation and drawing conclusions. The data is presented in the form of a qualitative description. The results showed that digital modules are practical and usable. However, it is inversely proportional to the mathematical comprehension ability of students who are still in instrumental understanding, including: 1). Understanding the material, 2). Mentioning examples and not examples, 3). Explaining using its own language, 4). Draw conclusions for simple questions but have not been able to have a good impact on students in terms of linking between concepts. So that the existence of digital modules is still unable to solve the problem of low relational understanding ability.
ANALISIS KEMAMPUAN PENALARAN MATEMATIS SISWA MELALUI PENDEKATAN PEMBELAJARAN BERDIFERENSIASI Nida Nur'azizzah; Surya Amami Pramuditya; Cita Dwi Rosita
JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan Vol 9 No 1 (2023): JUMLAHKU VOL.9 NO.1 2023
Publisher : Program Studi Pendidikan Matematika STKIP Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/jumlahku.v9i1.2744

Abstract

Kondisi pasca pandemi ini membuat siswa mempelajari setiap materi dari gadgetnya. Hal tersebut membuat pola pikir siswa sangat terbatas karena kepraktisan yang didapatkannya. Hanya dengan membuka satu situs internet, semua jawaban tentang materi yang dipelajarinya ada disitu. Hal tersebut membuat kemampuan penalaran matematis siswa tidak cukup berkembang. Oleh karena itu diperlukan adanya upaya dalam meningkatkan kemampuan penalaran matematis siswa yang salah satunya dengan memberikan pembelajaran yang sesuai dengan gaya belajar siswa. Dalam pembelajaran berdiferensiasi itu sendiri terdapat beberapa aspek kebutuhan siswa yang harus dipenuhi, yakni kesiapan, minat dan gaya belajar siswa. Pembelajaran berdiferensiasi mengedepankan konsep bahwa setiap siswa memiliki minat, potensi dan bakat tersendiri. Metode penelitian ini menggunakan metode kualitatif-deskriptif dengan tujuan mendeskripsikan kemampuan penalaran siswa dengan menggunakan pendekatan pembelajaran berdiferensiasi. Hasil dari tes tersebut menunjukan bahwa ketiga orang subjek ini memperoleh nilai yang cukup memuaskan setelah dilakukan pengelompokan berdasarkan gaya belajar. Nilai subjek yang pertama dengan gaya belajar visual meningkat dari 56 menjadi 82 , nilai subjek 2 dengan gaya belajar auditori meningkat dari 68 menjadi 80 dan nilai subjek 3 dengan gaya belajar kinestetik meningkat dari 65 menjadi 75. Dengan begitu kemampuan penalaran matematis siswa berkembang cukup baik dengan dilakukannya pendekatan pembelajaran berdiferensiasi.
Developing a Mathematical Literacy Learning Environment for Students through Educational Game Assistance Hamidah, Ida; Zulkardi; Putri, Ratu Ilma Indra; Pramuditya, Surya Amami
Mathematics Education Journal Vol. 19 No. 1 (2025): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22342/jpm.v19i1.pp141-162

Abstract

Mathematical literacy is a fundamental skill that enables students to solve real-life problems, think critically, and make informed decisions across various contexts. Its absence can impede students' academic success and limit their ability to address challenges in a technology-driven world, underscoring the importance of this research in enhancing their future opportunities. A significant factor contributing to this issue is the inadequate implementation of teaching practices that support mathematical literacy in schools. To address this challenge, this study aims to develop a valid, practical, and impactful mathematical literacy learning environment for junior high school students using educational game assistance. A design research method with a developmental research approach was employed, consisting of three stages: the preliminary stage, prototype development, and evaluation. The data were analyzed through qualitative descriptive analysis. This study developed a mathematical literacy learning environment leveraging educational game technology to enhance student learning. The environment was validated in terms of content, construct, and language aspects, deemed practical for its ease of use, accessibility, flexibility, and alignment with learning objectives, and evaluated for its potential impact based on Guskey's five-levels framework. The results highlight its potential impact on improving mathematical literacy and addressing the challenges posed by inadequate teaching practices in schools. This research underscores the importance of integrating innovative educational tools to better prepare students for success in a technology-driven world.
Connecting Concepts and Representations in Mathematics: A Sistematic Literature Review Latifa, Ulfa; Indrasari, Peti; Pramuditya, Surya Amami; Asnawati, Sri
International Journal of Contemporary Studies in Education Vol. 4 No. 2 (2025)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/ijcse.v4i2.1483

Abstract

Purpose - This study aims to identify effective media, instructional strategies, or teaching models that can bridge conceptual understanding and mathematical representation in mathematics education. It was motivated by the persistent gap observed between students' conceptual grasp and their ability to translate concepts into mathematical forms, which hinders problem-solving competence. Methodology - A Systematic Literature Review (SLR) was conducted following the PRISMA 2020 guidelines. Literature was sourced from Google Scholar and DOAJ databases, focusing on publications from 2015 to 2025. The review process resulted in seven articles meeting the inclusion criteria. Data analysis involved thematic synthesis of instructional approaches and their reported effectiveness in bridging conceptual and representational understanding. Findings - The review found that the relationship between conceptual understanding and mathematical representation is closely linked but not automatic, depending significantly on the instructional strategies employed. Effective approaches identified include the Concrete–Pictorial–Abstract (CPA) model, GeoGebra media, SAVI strategy, Joyful Problem-Based Learning (JPBL), and Role-Playing Game (RPG)-based learning, which enhance engagement and facilitate conceptual-visual connections. These findings imply the need for intentional instructional designs that integrate conceptual and representational aspects in mathematics learning. Novelty - This study contributes by systematically mapping and synthesising diverse strategies and media specifically targeting the integration of conceptual understanding with mathematical representation, an area underexplored in prior reviews. Significance - The results are valuable for mathematics educators, curriculum developers, instructional designers, and educational policymakers seeking evidence-based practices to improve mathematics teaching and learning outcomes.
Bridging conceptual understanding and mathematical representation through game-based cuboid learning in junior high school Latifa, Ulfa; Indrasari, Peti; Pramuditya, Surya Amami; Asnawati, Sri
Jurnal Elemen Vol 11 No 3 (2025): July
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v11i3.30085

Abstract

In the era of modernisation, conceptual understanding and mathematical representation are key components of education. However, many students still encounter difficulties in understanding and accurately representing rectangular prisms. This study addresses the need for innovative learning by examining students' experiences in understanding and representing rectangular prisms through a Role-Playing Game-based educational game and module. This study employed a qualitative method to understand the experiences of 17 eighth-grade junior high school students in learning rectangular prisms through an RPG game and a supplementary module. Data were collected through observation, module analysis, and documentation and then analysed thematically. The findings revealed that while some students found it easier to grasp concepts through visual exploration, others struggled to apply these concepts flexibly beyond the game. Students who actively engaged in gameplay demonstrated a deeper understanding and were better able to make meaningful conceptual connections. Although verbal representation improved significantly, symbolic representation remained challenging for some students. This study emphasises the importance of designing educational games that support conceptual understanding and representation skills. The implications of this study highlight the need for the development of interactive learning media that can facilitate students' conceptual connections and foster their mathematical representation skills.