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Pengembangan Augmented Reality KOBARUSIL Bagi Siswa SMP

Agil, Sholehudin (2024) Pengembangan Augmented Reality KOBARUSIL Bagi Siswa SMP. S1 thesis, Universitas Sultan Ageng Tirtayasa.

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Abstract

This research was motivated by students' low understanding of mathematical concepts. This is caused by several things, one of which is the lack of use of learning media. The impact is that students are less interested in learning mathematics. In making media, you can learn to utilize technology, one of which is utilizing augmented reality which has the advantage of displaying 2D real objects into 3D virtual objects on the device layer. Therefore, augmented reality-based learning media is needed to improve students' understanding of mathematical concepts, with the help of the KOBARUSIL application from the results created through the Unity 3D application and Vuforia Engine software. The KOBARUSIL application was chosen because it makes it easy to use and provides new colors to students through an augmented reality display. This development research adopts the ADDIE development model which has five stages including Analysis, Design, Development, Implementation and Evaluation. This research was carried out at Nurul Huda Balaraja Islamic Middle School, with 40 class IX test subjects. The validity test results based on 2 material experts and 2 media experts received percentages of 90% and 90.3% respectively, both of which were included in the very valid category. The response of students and teachers in this study was very good with a student percentage of 87.6% and a teacher percentage of 90%, both of which fall into the very practical category. Then, students' understanding of mathematical concepts increased after implementing learning using the developed learning media. Meanwhile, the N-Gain Score result is 0.81 which is included in the high criteria. Then, the results of the normality test were not normally distributed so the Wilcoxon test was carried out by carrying out a hypothesis whose calculation results were z with the results -5,541^b and Asymp. signature. (2-tailed) with a result of 0.000. This test was carried out because the data was not normally distributed, so it used a non-parametric test so that the posttest - pretest significance value was 0.000, which was <0.05. This means that there is an influence of using the KOBARUSIL application in increasing the understanding of mathematical concepts of Nurul Huda Balaraja Islamic Middle School students. Based on this, the learning media developed are valid, practical and effective criteria to fulfill the application in mathematics learning.

Item Type: Thesis (S1)
Contributors:
ContributionContributorsNIP/NIM
Thesis advisorRafianti, Isna198804132023212039
Thesis advisorFatah, Abdul198110112006041002
Additional Information: Penelitian ini dilatarbelakangi dari rendahnya pemahaman konsep matematis siswa. Hal tersebut disebabkan oleh beberapa hal, salah satunya kurang pemanfaatan media pembelajaran. Dampaknya siswa kurang tertarik pada pembelajaran matematika. Dalam pembuatan media pembelajaran dapat memanfaatkan teknologi, dengan salah satunya memanfaatkan augmented reality yang memiliki kelebihan untuk menampilkan objek nyata 2D menjadi objek maya 3D pada layer gawai. Maka dari itu diperlukan media pembelajaran berbasis augmented reality untuk meningkatkan pemahaman konsep matematis siswa, dengan berbantuan aplikasi KOBARUSIL dari hasil yang dibuat melalui aplikasi Unity 3D dan software vuforia engine. Aplikasi KOBARUSIL dipilih karena memberikan kemudahan dalam penggunaannya dan memberikan warna baru kepada siswa melalui tampilan augmented reality. Penelitian pengembangan ini mengadopsi model pengembangan ADDIE yang memiliki lima tahap diantaranya Analysis, Design, Development, Implementation dan Evaluation. Penelitian ini dilaksanakan di SMP Islam Nurul Huda Balaraja, dengan subjek uji coba kelas IX sebanyak 40 siswa. Hasil uji kevalidan berdasarkan 2 orang ahli materi dan 2 orang ahli media mendapat persentase masing-masing 90% dan 90,3%, keduanya termasuk dalam kategori sangat valid. Respon siswa dan guru dalam penelitian ini sangat baik dengan persentase siswa 87,6% dan persentase guru 90%, keduanya termasuk dalam kategori sangat praktis. Kemudian, pemahaman konsep matematis siswa mengalami peningkatan setelah melaksanakan penerapan pembelajaran dengan media pembelajaran yang dikembangkan. Adapun hasil N-Gain Score 0,81 yang termasuk dalam kriteria tinggi. Kemudian, hasil uji normalitas tidak berdistribusi normal sehingga dilakukan uji Wilcoxon dengan melakukan hipotesis yang hasil perhitungannya yaitu z dengan hasil -5,541^b dan Asymp. Sig. (2-tailed) dengan hasil 0,000. Uji tersebut dilakukan karena data tidak berdistribusi normal, maka menggunakan uji nonparametrik sehingga didapatkan bahwa nilai signifikansi posttest – prestest yakni 0,000 dimana < 0,05. Artinya ada pengaruh penggunaan aplikasi KOBARUSIL dalam meningkatkan pemahaman konsep matematis siswa SMP Islam Nurul Huda Balaraja. Berdasarkan hal tersebut, media pembelajaran yang dikembangkan memenuhi kriteria valid, praktis, dan efektif untuk diterapkan dalam pembelajaran matematika.
Uncontrolled Keywords: Media Pembelajaran; Augmented Reality; Pemahaman Konsep Matematis. Learning Media; Augmented Reality; Understanding Mathematical Concepts.
Subjects: L Education > L Education (General)
Q Science > Q Science (General)
Q Science > QA Mathematics
Divisions: 02-Fakultas Keguruan dan Ilmu Pendidikan
02-Fakultas Keguruan dan Ilmu Pendidikan > 84202-Jurusan Pendidikan Matematika
Depositing User: Sholehudin Agil
Date Deposited: 12 Jul 2024 15:34
Last Modified: 12 Jul 2024 15:34
URI: http://eprints.untirta.ac.id/id/eprint/37713

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