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SOSIALISASI PENGGUNAAN TEKNOLOGI VIRTUAL REALITY DAN AUGMENTED REALITY DALAM PEMBELAJARAN UNTUK MENYONGSONG ERA METAVERSE Rani Sugiarni; Sarah Inayah; Tatang Herman; Dadang Juandi; Samsul Pahmi; Edi Supriyadi; Ratu Srah Fauziah; Ahmad Lutfi Fauzi; Mahmudi
Jurnal Abdi Nusa Vol. 2 No. 3 (2022): Oktober 2022
Publisher : LPPM Universitas Nusa Putra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52005/abdinusa.v2i3.99

Abstract

Penguasaan teknologi penting untuk dimiliki seorang guru. Dalam mempersiapkan hal itu, pembinaan dan edukasi diberikan kepada calon guru. Dengan mempertimbangkan masa ketika mereka menjadi guru nanti akan semakin dekat dengan era metaverse, dimana metaverse merupakan penggabungan beberapa elemen teknologi seperti virtual reality (VR) dan augmented reality (AR). Maka topik sosialisasi yakni mengenai penggunaan teknologi virtual reality dan augmented reality dalam pembelajaran untuk menyongsong era metaverse dipilih. Kegiatan sosialisasi dengan rangkaian acara berupa survey, sosialisasi, tanya jawab dan evaluasi berjalan lancar dan diikuti peserta dengan baik. Setelah mendapatkan paparan materi, seluruh peserta kegiatan, para calon guru, berencana akan melakukan pengembangan bahan ajar dengan bantuan teknologi virtual reality maupun augmented reality.
Gamification in mathematics education: a bibliometric analysis Edi Supriyadi; Jarnawi Afgani Dahlan; Dadang Juandi; Rani Sugiarni; Ahmad Lutfi Fauzi
International Journal on Teaching and Learning Mathematics Vol 5, No 1 (2022): June (This issue published papers with authors/co-authors from 2 countries [Nige
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ijtlm.v5i1.17879

Abstract

The aim of this research was to identify patterns in the authors' use of keywords from research publications on gamification in mathematics learning; this would allow us to gauge the productivity and influence of this field of study. For the purpose of doing bibliometric analysis, data from Scopus ranging from 2017 to 2022 was utilized. Included in this investigation were forty-two research articles over the full time period, making the total number of documents included in this study n = 42.  Following the execution of the search procedure, the data were taken from Scopus utilizing the.csv file format, and afterwards, they were imported into a spreadsheet utilizing Microsoft Excel. The date for the gathering of data as well as the analysis is the 18th of August in 2022. The SciVal system (https://www.scival.com/) was utilized as a research tool for the goal of analyzing bibliographic indicators. A bibliometric analysis of our publications in gamification in mathematics learning research allows us to conclude that the number of publications is increasing every year. Although the publication activity of indexed scientists in Scopus is still low in this study. Study on gamification in mathematics education is the most researched topic in the social sciences. Dureva is the author of the most impactful publications on gamification of mathematics education. Both Bina Nusantara University in Indonesia and South-West University Neofit Rilski in Bulgaria are universities that have produced two scholarly documents each, making them the only two universities in the world to share this output. The journal Advances in Intelligent Systems and Computing has the most scholarly output and is the most visited on its journal website. The finding that this research can give a basis for selecting the research that will be carried out by raising the topic of gamification in mathematics education is the consequence that was derived from this research. Because certain keywords in the field of research on the gamification of mathematics education are always subject to change. In addition, this research on bibliometric analysis can be utilized for systematic literature research and meta-analysis linked to gamification in mathematics education, and it can also be used to improve research that has already been conducted.
Bahasa Inggris Analysis of Mathematical Literacy Ability of Grade XI Senior High School Students Ahmad Lutfi Fauzi; Elah Nurlaelah
UNION : Jurnal Ilmiah Pendidikan Matematika Vol 11 No 1 (2023)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/union.v11i1.14451

Abstract

Mathematical literacy skills are important in the 21st century. Mathematical literacy skills are an indicator of being able to solve a problem in text or everyday life. This study aims to describe and illustrate the mathematical literacy skills in one of the high schools in Bandung based on mathematical ability and AKM. The researcher uses a qualitative descriptive research type. The instruments used are in the form of tests and interviews. The subjects of this research are students of class XI SMA in Bandung. Data obtained by giving students questions about mathematical literacy skills with trigonometric material.  The results of the study show that there are three groupings for mathematical literacy ability, low, medium and high mathematical literacy ability. The results of this study almost all students belong to the high group, with a percentage of 50%, 36% including the medium group and 14% in the low category.