Agus Efendi
Universitas Sebelas Maret, Surakarta, Indonesia

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Augmented Reality Development Opportunities in Geometry Learning for Elementary Students Elika Yuana Fitrianingsih; Muhammad Akhyar; Agus Efendi
Jurnal Pendidikan dan Pengajaran Vol 56 No 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i1.51238

Abstract

Educational institutions will basically get many benefits from using technology, such as augmented reality technology which is designed to support the learning process in the classroom, plus augmented reality technology can be operated on smartphones. This study aims to analyze the opportunities for the use of smartphones in the context of innovation in the development of learning media with augmented reality formats. A qualitative approach was used in this study with a survey method. The population used is Madrasah Ibtidaiyah students with a sample was 127 students. The data collection technique in this study was a non-test technique, with the data collection instrument being a questionnaire. The results of this study indicate that smartphones are a technology that is quite familiar to students, considering that most students have them, students also like learning activities that utilize smartphones because they contain several components such as text, graphics, narration, video and even animation. The results of this study can certainly be the basis for developing an augmented reality-based learning media product considering the components that make students motivated to learn are contained in it. Through this research, it is hoped that new learning resource innovations will emerge with the hope that students can be facilitated in learning the material and mastering the various competencies they need.
Empowering Math Learning with Android: Ethnomathematics Media for 3D Shapes in Elementary Education Nur Julianto; Agus Efendi; Gunarhadi
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.70060

Abstract

The use of smartphones in learning activities holds great potential, especially through Android-based learning media, which allows smartphones to serve as tools for operating learning media in the educational process. This potential is further supported by the characteristics of today's students, who are accustomed to gadgets in their daily lives, so both teachers and students do not face difficulty in adjustment. This study aims to develop an innovative Android-based ethnomathematics learning media product for the topic of 3D shapes for elementary school students. This research is a research and development (R&D) study adopting the Alessi & Trollip model, which includes the stages of planning, design, and development. The subjects of this study include two media experts, two content experts, two fifth-grade teachers, and six sixth-grade students. Data were collected using non-test techniques with instruments in the form of validation questionnaires/feasibility questionnaires for media experts, content experts, teachers, and students. The data obtained from the questionnaires were analyzed descriptively to find the average score of each assessment. The results of the study show that the Android-based ethnomathematics learning media received an average total score of 4.65 from media experts, which falls into the "very good" qualification, 4.5 from content experts with the "very good" qualification, 4.5 from two teachers with the "very good" qualification, and 4.3 from students with the "good" qualification. Based on the positive assessments from experts and users, the Android-based learning media developed in this study is deemed "feasible" for use in mathematics learning activities at the elementary school level.