Mandalika Mathematics and Educations Journal
Vol 8 No 3 (2026): Edisi September

Penerapan Augmented Reality Card pada Pembelajaran Berbasis Masalah untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa

Sutan Siregar (Universitas Negeri Medan)
Muhammad Badzlan Darari (Universitas Negeri Medan)



Article Info

Publish Date
30 Sep 2026

Abstract

This study aimed to improve students' mathematical problem-solving ability through the implementation of Augmented Reality Card media in problem-based learning. The study employed Classroom Action Research using the Kemmis and McTaggart model, which was conducted in two cycles. The participants were 30 ninth-grade students of class IX-10 at SMP Negeri 35 Medan in the second semester of the 2025/2026 academic year. Data were collected through mathematical problem-solving tests, observation, and documentation. Students' problem-solving ability was analyzed based on Polya's four stages: understanding the problem, devising a plan, carrying out the plan, and looking back. The results showed that the average problem-solving score increased from 29.30 in the pre-cycle to 51.46 in Cycle I and 85.96 in Cycle II. Classical mastery increased from 3.33% to 86.67% in Cycle II. The N-Gain from Cycle I to Cycle II was 0.710, categorized as high, while the effect size was 0.608, indicating a large effect. Therefore, the implementation of Augmented Reality Card media in problem-based learning can improve students' mathematical problem-solving ability.

Copyrights © 2026






Journal Info

Abbrev

MANDALIKA

Publisher

Subject

Mathematics

Description

Mandalika Mathematics and Education Journal adalah Jurnal Matematika dan Pendidikan Matematika yang dikelola oleh Program Studi S1 Pendidikan Matematika FKIP Universitas Mataram. Fokus dan ruang lingkup dari jurnal ini adalah artikel ilmiah baik berupa hasil penelitian, review artikel maupun kajian ...