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Fostering students’ spatial ability in learning polyhedra using augmented reality-based android 3D interactive learning media Anita Dewi Utami; Fathia Yasmin Aulia Rahma; Sinta Agustin Ningseh; Nur Ayufauziyah
Journal of Advanced Sciences and Mathematics Education Vol. 6 No. 1 (2026): Journal of Advanced Sciences and Mathematics Education
Publisher : CV. FOUNDAE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58524/jasme.v6i1.1233

Abstract

Background: The low level of spatial ability is one of the main factors contributing to students’ difficulty in understanding geometry, particularly polyhedra. This difficulty is evident in recognizing shapes, visualizing shape transformations and rotations of objects, understanding the relationships between parts of an object, and determining the relative positions of objects Aims: The purpose of this study is to describe the process of developing a 3D interactive learning tool based on augmented reality for an Android app, featuring polyhedra content that supports the development of valid, practical, and effective spatial ability. Methods: This research method employs the Research and Development approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) proposed by Dick and Cary. Result: The results of this study show that in the needs and problem analysis phase, issues were identified through observation and interviews. The design phase included developing learning objectives, scenarios, media design, content, and assessment tools based on the analysis results. In the development stage, the initial design was transformed into a product validated by experts, achieving 78.4% from media experts and 78.8% from content experts. During implementation, the media was applied and obtained an 81.9% practicality rating and 81.25% effectiveness, indicating its effectiveness in enhancing students’ spatial ability in polyhedra material. The evaluation phase further analyzed student responses comprehensively. Conclusion: Based on this description, it can be concluded that the 3D Android application is valid, practical, and effective for use in learning.
Transformasi Kompetensi Guru Melalui Sinergi Pascasarjana UM dalam Pemanfaatan AI Guna Pengembangan Media Pembelajaran Inovatif Sinta Agustin Ningseh; Rustanto Rahardi; Tomi Listiawan; Sapti Wahyuningsih; Sukoriyanto Sukoriyanto; Amelia Rizky; A’yunnisa Tsani; Ratna Maulida
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 7 (2026): SWARNA : Jurnal Pengabdian Kepada Masyarakat, Juli, 2026
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v5i7.2909

Abstract

Kurangnya kompetensi guru dalam memanfaatkan Artificial Intelligence (AI) guna mengembangkan media pembelajaran inovatif menjadi salah satu faktor yang menghambat implemnetasi kurikulum merdeka. Kegiatan Pengabdian Kepada Masyarakat (PKM) ini memiliki tujuan untuk membekali guru SMPN 21 Malang dengan kemampuan praktis dalam mengembangakan media pembelajaran inovatif Berbasis AI melalui penguasaan platform Lumi dan Canva AI yang bersifat interaktif dan konstruktif sehingga mendorong transformasi kompetensi guru. Metode pengabdian menggunakan action research design dengan pendekatan Participatory Action Research (PAR) melalui tiga tahapan berupa persiapan, pelaksanaan, dan evaluasi. Hasil kegiatan ini menunjukkan bahwa tidak hanya memberikan wawasan secara konseptual, melainkan juga pengalaman praktik yang baik bagi guru, serta menghasilakn media pembelajaran inovatif yang dapat diterapkan dalam pembelajaran. Berdasarkan temuan tersebut, sinergi pascasarjana matematika UM dan SMPN 21 Malang dapat menjadi strategi efektif untuk mendorong transformasi kompetensi guru yang relevan dengan tuntutan era digital saat ini.