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Perancangan Media Pembelajaran Berbasis Augmented Reality pada Pembelajaran Matematika untuk Kelas VIII di MTsN 2 Pasaman Rafika Sani; Liza Efriyanti; Supriadi Supriadi; Sarwo Derta
ANTHOR: Education and Learning Journal Vol 1 No 5 (2022): Vol 1 No 5. Page: 240 - 293
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.26 KB) | DOI: 10.31004/anthor.v1i5.46

Abstract

This research was conducted from the problems that the authors found during observations at MTsN 2 Pasaman which so far the teacher has not maximized the use of technology in learning mathematics, students only rely on learning from the teacher verbally, so students get bored quickly when learning takes place and have difficulty understanding the material taught by the teacher. Therefore, the authors design learning media based on Augmented Reality so that it can be an alternative learning media. The purpose of this research is to produce an Augmented Reality-based supporting media design for mathematics learning that is valid, practical and effective. The method used in this study is the Research andDevelopment (R&D) method using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection). assembly (manufacture), testing (testing), and distribution (distribution). And the product test was carried out in this study, namely the validity test given to lecturers of field experts or field experts, practicality tests carried out by mathematics subject teachers and effectiveness tests given to students at MTsN 2 Pasaman class VIII. Based on the results of product tests that have been carried out by the author of the validity test, the average value is 0.84 which is declared valid, for the practicality test, the average value is 0.88 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.87 which is declared effective.
Efektivitas Penggunaan Aplikasi Kids Mode untuk Mengontrol penggunaan Smartphone selama Pembelajaran Daring Riski Ana Putri Siregar; Sarwo Derta; Riri Okra; Hari Antoni Musril
Indonesian Research Journal on Education Vol. 3 No. 1 (2023): irje 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (183.285 KB) | DOI: 10.31004/irje.v3i1.139

Abstract

The use of smartphones in online learning is indeed very useful for students to learn. In fact, not all students use smartphones wisely to study, so students become unfocused in learning. The use of smartphones is misused in online learning such as for playing games, social media and others. The purpose of this study was to see how effective the kids mode application was to control the use of smartphones in online learning at SDN Sosa Timur District, Padang Lawas Regency, NorthSumatra. The type of research used is quantitative research. With a population of SDN Papaso IIand SDN Pir Trans Sosa 1A class VI with a total of 66 people. The sampling technique used ispurposive random sampling. While the test instrument used is a questionnaire with a Likert scale 4. The validity test of the questionnaire is valid with a value of rcount > rtable and a reliability test of 0.866> 0.70 which means reliable. The results of the study after being processed using SPSS obtained the hypothesis is 0.784 which means that H1 is accepted H0 is rejected, namely the use of the kids mode application to control the use of smartphones when online learning is effective and can be used in improving student learning outcomes, with an effectiveness of 61.5%. So, the use of the Kids Mode Application during the COVID-19 pandemic is effectively used as a tool used by parents in controlling students' learning when parents are busy, so that in this way parents no longer worry about their children when using smartphones.
Perancangan Media Pembelajaran Berbasis Augmented Reality pada Pembelajaran Matematika untuk Kelas VIII di MTsN 2 Pasaman Rafika Sani; Liza Efriyanti; Supriadi Supriadi; Sarwo Derta
ANTHOR: Education and Learning Journal Vol 1 No 5 (2022): Vol 1 No 5. Page: 240 - 293
Publisher : Institut Teknologi Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/anthor.v1i5.46

Abstract

This research was conducted from the problems that the authors found during observations at MTsN 2 Pasaman which so far the teacher has not maximized the use of technology in learning mathematics, students only rely on learning from the teacher verbally, so students get bored quickly when learning takes place and have difficulty understanding the material taught by the teacher. Therefore, the authors design learning media based on Augmented Reality so that it can be an alternative learning media. The purpose of this research is to produce an Augmented Reality-based supporting media design for mathematics learning that is valid, practical and effective. The method used in this study is the Research andDevelopment (R&D) method using the Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), collecting material (material collection). assembly (manufacture), testing (testing), and distribution (distribution). And the product test was carried out in this study, namely the validity test given to lecturers of field experts or field experts, practicality tests carried out by mathematics subject teachers and effectiveness tests given to students at MTsN 2 Pasaman class VIII. Based on the results of product tests that have been carried out by the author of the validity test, the average value is 0.84 which is declared valid, for the practicality test, the average value is 0.88 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.87 which is declared effective.