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Technology Adaptation in Mathematics Learning Amelia Muhibatul Milah; Wati Susilawati; T. Tutut Widiastuti, A; Riva Lesta Ariany
Gunung Djati Conference Series Vol. 12 (2022): Mathematics Education on Research Publication (MERP I)
Publisher : UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.414 KB)

Abstract

The purpose of this research is to explain the role, principles and adaptation of technology integration in learning mathematics. The research method used is literature study based on literature and theoretical studies. The results of this study say that technology plays an important role in learning mathematics for more effective, creative, and innovative learning as well as being an alternative media for learning.The application of technology integration in mathematics learning has the principle of optimizing the usefulness of technology in the mathematics learning process in mastering mathematics and increasing conceptual understanding and develop math skills. Technological adaptations can be applied to mathematics learning by utilizing platform or applications that can support the online learning process in the form of Edmodo or Microsoft Teams-based learning
Development of Interactive Augmented Reality Multimedia Based on Ethnomatematics Rahayu Kariadinata; Amelia Muhibatul Milah; Hamdan Sugilar
Jurnal Analisa Vol 9, No 1 (2023): Volume 9 Nomor 1 Tahun 2023
Publisher : Department of Mathematics Education, UIN Sunan Gunung Djati Bandung, West Java, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ja.v9i1.26032

Abstract

Matematika disajikan dalam konsep yang abstrak sehingga diperlukan adanya fasilitas yang dapat memberikan kemudahan dalam memahami konsep tersebut salah satunya dapat melalui penerapan multimedia interaktif. Tujuan penelitian ini adalah mengembangkan multimedia interaktif Augmented Reality berbasis etnomatematika yang dapat digunakan pada pembelajaran materi bangun ruang sisi datar. Metode yang digunakan pada penelitian yaitu Research and Development (R&D) model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Sampel penelitian yaitu kelas VIII F di salah satu SMP di Bandung sebagai kelas uji coba produk. Instrumen yang digunakan yaitu instrumen tes dan non tes. Hasil penelitian diperoleh: 1) Hasil uji validitas memiliki kriteria sangat valid dengan rata-rata persentase total sebesar 89,51%; 2) Hasil uji praktikalitas pada skala besar dengan total persentase 81,8% kriteria sangat Practical; 3) Hasil uji efektivitas pada skala besar dengan persentase 40% pada kriteria cukup efektif. Sehingga dapat disimpulkan multimedia interaktif Augmented Reality berbasis etnomatematika layak untuk digunakan dalam pembelajaran.  Mathematics is presented in an abstract concept, so it is necessary to have facilities that can provide convenience in understanding these concepts, one of which can be through the application of interactive multimedia. The purpose of this research is to develop an interactive Augmented Reality based on ethnomathematics that can be used in learning polyhedron. The method used in this research is Research and Development (R&D) with ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research sample was 8th grade calss of junior high school in Bandung city as a product trial class. The instruments used are test and non-test instruments. The research results obtained: 1) The results of the validity test shows that the developed multimedia have a very valid criteria with total average percentage of 89.51%; 2) The results of the practicality test on a large scale with total percentage of 81.8% with very practical criteria; 3) The results of the effectiveness test on a large scale with percentage of 40% on the criterion of being quite effective. So, it can be concluded that interactive augmented eeality multimedia based on ethnomathematics is feasible to use in learning.