AKSIOMA: Jurnal Program Studi Pendidikan Matematika
Vol 12, No 3 (2023)

MODEL PROBLEM BASED LEARNING BERBANTUAN AUGMENTED REALITY TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA

Ika Rihayati (Universitas Negeri Yogyakarta)
Yoppy Wahyu Purnomo (Universitas Negeri Yogyakarta)
Meta Salma Pamenan (Universitas Negeri Yogyakarta)



Article Info

Publish Date
20 Sep 2023

Abstract

Salah satu tantangan yang terus menerus dalam pembelajaran matematika adalah adanya masalah seperti keterlibatan siswa yang minim, motivasi belajar yang rendah, kemampuan visualisasi gambar geometri yang kurang, dan keterbatasan dalam kemampuan pemecahan masalah matematika. Tujuan dari penelitian ini untuk mengetahui pengaruh model Problem Based Learning berbantuan Augmented Reality terhadap kemampuan pemecahan masalah matematika siswa kelas V SD pada materi kecepatan. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian kuasi eksperimen. Teknik pengumpulan data penelitian ini menggunakan soal pilihan ganda 10 butir.  Subjek penelitian ini adalah siswa kelas V SDN 1 Keputran. Dengan teknik purpose sampling diperoleh kelas VA sebagai kelas eksperimen dan kelas VB sebagai kelas kontrol. Analisis Data menggunakan Uji paired sample t-test. Berdasarkan perhitungan hipotesis pada uji validitas diketahui nilai = 0,710>α (0,05) sehingga semua item soal menunjukkan hasil valid. Uji realibilitas diketahui nilai α > 0,728 maka nilai bersifat reliabel. Hasil dari uji normalitas = > α (0,05) melebihi nilai signifikan, maka nilai variabel berdistribusi normal, dilanjutkan menggunakan uji-t satu sampel, hasil uji-t tersebut hasil belajar pada nilai statistik-t sebesar 0.00 < α (0,05) maka tolak H0. Jadi dapat disimpulkan bahwa ada pengaruh model Problem Based Learning berbantuan Augmented Reality terhadap kemampuan pemecahan masalah matematika.One of the continuous challenges in mathematics education is the presence of issues such as low student engagement, low motivation to learn, limited ability to visualize geometric images, and difficulties in mathematical problem-solving skills. The purpose of this study is to investigate the influence of the Problem-Based Learning model with Augmented Reality assistance on the mathematical problem-solving abilities of fifth-grade students at SDN 1 Keputran in the topic of speed. This research employs a quantitative approach with a quasi-experimental research design. Data collection is done using a set of ten multiple-choice questions. The subjects of this study are fifth-grade students, with Class VA selected as the experimental group and Class VB as the control group using purposive sampling technique. Data analysis utilizes the paired sample t-test. Based on the hypothesis testing, the validity test results show that the value is = 0.710, which is greater than α (0.05), indicating that all test items yield valid results. The reliability test, if α > 0.728, suggests that the data is reliable. Furthermore, the results of the normality test indicate that the learning outcomes are distributed normally. Subsequently, the one-sample t-test results show that the learning outcomes, with a t-statistic value of 0.00 < α (0.05), reject the null hypothesis. Therefore, it can be concluded that there is an influence of the Problem-Based Learning model with Augmented Reality assistance on the mathematical problem-solving abilities

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Journal Info

Abbrev

matematika

Publisher

Subject

Education Mathematics

Description

AKSIOMA JOURNAL, e-ISSN: 2442-5419, p-ISSN: 2089-8703 is an information container has scientific articles in the form of research, the study of literature, ideas, application of the theory, the study of critical analysis, and Islāmic studies in the field of science Mathematics Education. AKSIOMA ...