Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pengembangan Video Pembelajaran Berbasis Renderforest untuk Meningkatkan Kemampuan Pemecahan Masalah dan Berpikir Kritis Peserta Didik Nadjla, Afifah Ainun; Sulisworo, Dwi
Jurnal Praktik Baik Pembelajaran Sekolah dan Pesantren Vol. 4 No. 01 (2025): Jurnal Praktik Baik Pembelajaran Sekolah dan Pesantren
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/pbpsp.v4i01.761

Abstract

Teknologi telah memainkan peran penting dalam mendukung pembelajaran, dengan video sebagai alat yang efektif untuk membantu siswa belajar secara mandiri. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis video guna meningkatkan kemampuan pemecahan masalah matematika dan memfasilitasi berpikir kritis peserta didik. Metode yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan model ADDIE, yang mencakup tahap Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Teknik pengumpulan data dilakukan menggunakan e-instrumen yang melibatkan ahli media, ahli evaluasi, dan pengguna. Hasil validasi ahli evaluasi menunjukkan skor 91% dan 88%, yang menandakan bahwa media ini valid. Hasil validasi ahli media menunjukkan skor 86% dan 90%, yang berarti bahwa video pembelajaran yang menggunakan Renderforest layak digunakan. Respon pengguna mencapai 89%, menunjukkan bahwa media pembelajaran ini sangat layak diterapkan dalam kegiatan pembelajaran di abad ke-21. 
The Use of Assemblr edu as an Interactive Learning Medium to Improve Mathematical Critical Thinking Skills Nadjla, Afifah Ainun; Wahyuni, Deasy
Proceeding International Conference on Mathematics and Learning Research 2025: Proceeding International Conference on Mathematics and Learning Research
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Critical thinking skills are essential competencies in 21st-century mathematics education, requiring students to analyze, evaluate, and reflect on concepts deeply. However, the abstract and symbolic nature of mathematics often hinders students' conceptual understanding. Augmented Reality (AR) provides an innovative approach by integrating threedimensional digital objects into real-world environments, allowing interactive exploration of mathematical ideas. This study examines the effectiveness of Assemblr Edu, an AR-based learning medium, in enhancing students' mathematical critical thinking skills. Employing a quasi-experimental pretest–posttest control group design, the study involved 60 secondary students divided into experimental and control groups. A validated mathematical critical thinking test was used, and data were analyzed through Analysis of Covariance (ANCOVA) with pretest scores as covariates. The findings revealed a significant difference between groups F(1.57)= 37.93,p < 0.001, n2 = 0.399. The experimental group's mean improvement was +23.74 points N-Gain = 0.59, high category), while the control group's improvement was +10.21 points(N-Gain = 0.25, medium category). The 3D interactivity of Assemblr Edu effectively fostered clarification, analysis, and logical reflection, confirming its role in promoting higher-order thinking skills aligned with the critical reasoning dimension of Indonesia's Merdeka Curriculum.