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Ely Susanti
Department of Mathematics Education, Sriwijaya University

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Students' Perceptions of Augmented Reality Based Student Worksheets on Circle Geometry Trisna Wulandari; Ely Susanti; Cecil Hiltrimartin
Jurnal VARIDIKA Volume 38 No 2, August 2026
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/varidika.v38i2.13592

Abstract

This study aimed to describe students’ perceptions of the use of Augmented Reality (AR)-based student worksheets in learning circle geometry. A descriptive quantitative approach was employed. The participants were 30 eleventh-grade students from a senior high school in Palembang selected using convenience sampling, as they were directly involved in learning activities using AR-based worksheets. Data were collected through a 20-item Likert-scale questionnaire covering cognitive, affective, and psychomotor/social aspects. Students’ responses were analyzed descriptively by calculating the percentage of response frequencies for each Likert-scale category and aspect to identify overall perception trends. The results indicated that most students expressed positive perceptions of AR-based student worksheets, particularly in supporting conceptual understanding, learning engagement, and classroom interaction. However, a considerable proportion of neutral responses was also observed, especially in the affective aspect, indicating variation in students’ emotional engagement. Overall, AR-based student worksheets were perceived as a supportive learning medium for circle geometry learning within the context of this study.
Students’ Perceptions of Role-Playing Games in Mathematics Learning: A Descriptive Study Naqiyyah Nurrosyadah; Ely Susanti; Somakim
Jurnal VARIDIKA Volume 38 No 2, August 2026
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/varidika.v38i2.13600

Abstract

This study aims to describe students’ perceptions of the use of a role-playing game (RPG), Arithmetic Adventure: The Mystery of Polaria Village, in mathematics learning on arithmetic sequences and series. A quantitative descriptive research design was employed, involving 34 tenth-grade students at SMA Negeri 10 Palembang selected through purposive sampling based on their participation in RPG-based learning activities. Data were collected using a closed-ended Likert-scale questionnaire covering four aspects: motivation and engagement, perceived learning effectiveness, social interaction and collaboration, and challenges encountered during learning. Content validity was established through expert judgment, while instrument reliability was confirmed using Cronbach’s Alpha coefficients ranging from 0.77 to 0.91, indicating acceptable to excellent internal consistency. Descriptive analysis showed that students perceived the RPG positively in terms of motivation, engagement, and learning effectiveness, while challenges related to technical constraints and game complexity were reported at a moderate level. The integration of narrative-based gameplay with mathematical thinking stages—specializing, generalizing, conjecturing, and convincing—was perceived as supporting students’ reasoning and problem-solving processes. These findings suggest that RPG-based learning can serve as a meaningful and engaging instructional medium in mathematics, although its implementation requires careful design considerations and adequate technical support.