Nofriati, Nursa Fatri
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Learning Direct and Inverse Proportion Using Musi Tour Nofriati, Nursa Fatri; Hartono, Yusuf; Somakim, Somakim
International Journal on Emerging Mathematics Education IJEME, Vol. 3 No. 2, September 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijeme.v3i2.13578

Abstract

This study used design research to produce learning trajectory through Musi Tour context which can help students in understanding the concept of direct and inverse proportion. This study used PMRI approach. The object of this study was the seventh grade students of SMP Nurul Qomar Palembang. Data for retrospective analysis was collected from teaching experiment in the form of students’ work results, field notes, and students’ interview. The results obtained in this study were learning trajectory which consisted of 3 activities: 1) students were given contextual problems namely Musi Tour as the starting point in learning direct and inverse proportion. 2) through students' understanding of the ratio table in the Musi Tour context, students can understand the direct proportion. 3) students can model and understand the concept of inverse proportion and solve the problems by using Ratio table. The results showed that the use of Musi tour context can help students in understanding the concept of direct and inverse proportion.
Development of the "GeoQuest AR" Educational Game Based on Augmented Reality to Enhance Geometry Concept Understanding in Junior High School Students Gunawan, Meta Silvia; Nofriati, Nursa Fatri; Husnah, Ulfa
JDIME: Journal of Development and Innovation in Mathematics Education Vol. 3 No. 1 (2025): Journal of Development and Innovation in Mathematics Education
Publisher : Insitut Agama Islam Negeri Kerinci

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32939/jdime.v3i1.4287

Abstract

This study aims to develop and evaluate the effectiveness of an Augmented Reality (AR)-based educational game in enhancing junior high school students' understanding of geometric concepts. Employing the Successive Approximation Model (SAM) as its development framework, the study comprises three main phases: Preparation, Iterative Design, and Iterative Development. The Preparation phase involved needs assessment and problem analysis through surveys and interviews, which revealed that 60% of students experienced difficulties in visualizing geometric shapes. The Iterative Design phase included the development of an initial prototype, tested by ten students and validated by three experts. The validation results indicated high scores in terms of content quality, visual design, and curriculum alignment. While the prototype received positive feedback regarding 3D object visualization, suggestions were made to improve interactivity. In the Iterative Development phase, the final version of the game was refined based on feedback and tested on 60 students using a pre-test and post-test design. Data analysis using a paired sample t-test revealed a statistically significant improvement in students' understanding of geometry, with a notable difference between pre-test and post-test scores (p = 0.032 < 0.05). These findings suggest that AR technology can effectively enhance students’ conceptual understanding and engagement in geometry learning. The study's limitations include a relatively small sample size and a short media usage duration. Future research is recommended to involve a larger sample, extend the intervention period, and further explore aspects of interactivity and media adaptation to individual learner needs for increased effectiveness.