The Effectiveness of Comic Illustrated Augmented Reality Learning Media to Improve Mathematical Problem-Solving Ability

Authors

  • Ivana Universitas Sebelas Maret, Surakarta, Indonesia
  • Ikrar Pramudya Universitas Sebelas Maret, Surakarta, Indonesia
  • Riyadi Universitas Sebelas Maret, Surakarta, Indonesia

DOI:

https://doi.org/10.23887/ijerr.v6i3.66204

Keywords:

Learning Media, Augmented Reality, Comics, Mathematics, Effectiveness

Abstract

Problem solving is an interaction between knowledge that uses cognitive and affective thinking processes. However, currently the PISA results show that students' mathematical problem-solving abilities in Indonesia are still low. One of the new lessons that is currently being developed is the use of augmented reality technology. The aim of this research is to develop comic illustrated augmented reality learning media to improve mathematical problem-solving abilities. The type of research used is R & D (Research & Development) research. The ADDIE model used in this research consists of analysis, design, development, implementation, and evaluation. The data analysed were obtained from pretest and post-test. There were 31 students in the experimental class and 30 students in the control class. The results of the mean difference hypothesis test for effectiveness data produced t-obs = 9.26 with a critical area (t>1,6973) so that the test decision was that H0 was rejected. So, it can be concluded that augmented reality learning media with comic illustrations is effective in improving middle school students' problem-solving abilities.

References

Alawamleh, M., Al-Twait, L. M., & Al-Saht, G. R. (2022). The effect of online learning on communication between instructors and students during Covid-19 pandemic. Asian Education and Development Studies, 11(2), 380–400. https://doi.org/10.1108/AEDS-06-2020-0131.

Ambarita, S. M., Asri, L., Agustina, A., Octavianty, D., & Zulkardi. (2018). Mathematical Modeling Skills on Solving PISA Problems. Journal of Physics: Conference Series, 1097(1). https://doi.org/10.1088/1742-6596/1097/1/012115.

Azmi, M., Joebagio, H., & Suryani, N. (2016). Studi pendahuluan pengembangan aplikasi smartphone sebagai alternatif media pembelajaran sejarah. Vidya Karya, 31(1). https://doi.org/10.20527/jvk.v31i1.3974.

Coles, A. (2019). Facilitating the use of video with teachers of mathematics: learning from staying with the detail. International Journal of STEM Education, 6(1). https://doi.org/10.1186/s40594-018-0155-y.

Degner, M., Moser, S., & Lewalter, D. (2022). Digital media in institutional informal learning places: A systematic literature review. Computers and Education Open, 3, 100068. https://doi.org/10.1016/j.caeo.2021.100068.

Dishon, G., & Gilead, T. (2020). Adaptability And Its Discontents : 21st- Century Skills And The Preparation For An Unpredictable Future. British Journal of Educational Studies, 00(00), 1–21. https://doi.org/10.1080/00071005.2020.1829545.

Elmunsyah, H., Hidayat, W. N., & Asfani, K. (2019). Interactive learning media innovation: utilization of augmented reality and pop-up book to improve user’s learning autonomy. Journal of Physics: Conference Series, 1193, 012031. https://doi.org/10.1088/1742-6596/1193/1/012031.

Frydenberg, M. E., & Andone, D. (2011). Learning for 21st Century Skills. IEEE’s International Conference on Information Society, 314–318. https://doi.org/10.1109/i-Society18435.2011.5978460.

Gavish, N., Gutiérrez, T., Webel, S., Rodríguez, J., Peveri, M., Bockholt, U., & Tecchia, F. (2015). Evaluating virtual reality and augmented reality training for industrial maintenance and assembly tasks. Interactive Learning Environments, 23(6), 778–798. https://doi.org/10.1080/10494820.2013.815221.

Heru. (2018). Pengembangan Multimedia Game Pembelajaran Matematika SMP. JMEN (Jurnal Math Educator Nusantara), 4(1), 1–14. https://doi.org/10.29407/jmen.v4i01.12003.

Huda Bagus, K. P., Buchori, A., & Nur Aini, A. (2018). Pengembangan Media Pembelajaran Berbasis Android Menggunakan Augmented Reality Pada Materi Bangun Ruang Sisi Datar. Jurnal Pendidikan Matematika Dan Sains, 1, 61–69. http://journal.uny.ac.id/index.php/jpms.

Jubaerudin, J. M., Supratman, & Santika, S. (2021). Pengembangan Media Interaktif Berbasis Android Berbantuan Articulate Storyline 3 Pada Pembelajaran Matematika di Masa Pandemi. JARME (Journal of Authentic Research on Mathematics Education), 3(2), 178–189. https://doi.org/10.37058/jarme.v3i2.3191.

Laurens, T., Batlolona, F. A., Batlolona, J. R., & Leasa, M. (2018). How does realistic mathematics education (RME) improve students’ mathematics cognitive achievement? Eurasia Journal of Mathematics Science and Technology Education, 14(2), 569–578. https://doi.org/10.12973/ejmste/76959.

Lengnink, K. (2005). Reflecting Mathematics: An Approach to Achieve Mathematical Literacy. ZDM - International Journal on Mathematics Education, 37(3), 246–249. https://doi.org/10.1007/s11858-005-0016-2.

Ma’ratusholihah, Priyanto, & Damayani, A. . (2019). Pengembangan media pembelajaran tematik ular tangga berbagai pekerjaan. Mimbar PGSD Undiksha, 7(3). https://doi.org/10.23887/jjpgsd.v7i3.19411.

Murtiyasa, B., & Perwita, W. R. G. (2020). Analysis of mathematics literation ability of students in completing PISA-oriented mathematics problems with changes and relationships content. Universal Journal of Educational Research, 8(7), 3160–3172. https://doi.org/10.13189/ujer.2020.080745.

Pendy, A., Suryani, L., & Mbagho, H. M. (2021). Analisis Keefektifan Pembelajaran Online di Masa Pandemi Covid-19 pada Mahasiswa Pendidikan Matematika. Edukatif : Jurnal Ilmu Pendidikan, 4(1), 19–27. https://doi.org/10.31004/edukatif.v4i1.1661.

Putra, G. Y. M. A., Suarjana, I. M., & Agustiana, I. G. A. T. (2021). E-LKPD Materi Pecahan dalam Pembelajaran di Sekolah Dasar. Mimbar PGSD Undiksha, 9. https://doi.org/10.23887/jjpgsd.v9i2.35813.

Qodr, T. S., Efendi, A., & Musadad, A. A. (2021). Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools. Journal of Education Technology, 5(2), 263–271. https://doi.org/10.23887/jet.v5i2.34806.

Qurohman, M. T., Sungkar, M. S., & Abidin, T. (2019). Development of Mathematics Learning Application Based on Android. Jurnal Pedagogik, 6(2), 475–513. https://doi.org/10.33650/pjp.v6i2.735.

Retnawati, H. (2016). Proving Content validity of Self Regulated Learning Scale (The Comparison of Aken Index and Expanded Gregory Index). Research and Evaluation in Education, 2(2), 155–164. https://doi.org/10.21831/reid.v2i2.11029.

Rina, N., Suminar, J. R., Damayani, N. A., & Hafiar, H. (2020). Character education based on digital comic media. International Journal of Interactive Mobile Technologies, 14(3), 107–127. https://doi.org/10.3991/ijim.v14i03.12111.

Rohmah, A. N., Sutama, S., Hidayati, Y. M., Fauziati, E., & Rahmawati, L. E. (2022). Planning for Cultivation Numerical Literacy in Mathematics Learning for Minimum Competency Assessment (AKM) in Elementary Schools. Mimbar Sekolah Dasar, 9(3), 503–516. https://doi.org/10.53400/mimbar-sd.v9i3.51774.

Rutta, C. B., Schiavo, G., Zancanaro, M., & Rubegni, E. (2021). Comic-based Digital Storytelling for Content and Language Integrated Learning. Educational Media International, 58(1), 21–36. https://doi.org/10.1080/09523987.2021.1908499.

Sari, Y. M., & Valentino, E. (2016). An Analysis of Students Error In Solving PISA 2012 And Its Scaffolding. Journal of Research and Advances in Mathematics Education, 1(2), 90–98. https://doi.org/10.23917/jramathedu.v1i2.3380.

Sugiyarto, A. W., Azizah, N. H., & Irsyad, A. N. (2018). Mathematics Learning Media With Augmented Reality ( AR ) Based On Android Mobile Application. The 2nd International Conference on Informatics for Development. https://www.researchgate.net/profile/Aditya-Sugiyarto-2/publication/335639768.

Sukma, L. R. G., Prayitno, S., Baidowi, B., & Amrullah, A. (2022). Pengembangan Aplikasi Augmented Reality sebagai Media Pembelajaran Materi Bangun Ruang Sisi Datar Kelas VIII SMP Negeri 13 Mataram. Palapa, 10(2), 198–216. https://doi.org/10.36088/palapa.v10i2.1897.

Sumaryanti, L. (2020). Menumbuhkan minat baca anak MI/SD dengan media buku bergambar seri. AL-ASASIYYA: Journal Of Basic Education, 4(2), 173. https://doi.org/10.24269/ajbe.v4i2.2699.

Suryani, N. A., & Haryono, M. (2018). Improvement of the Logical Intelligence Through Media Kolak (Collage Numbers) Based on Local Wisdom on Early Childhood. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 2(2), 253. https://doi.org/10.31004/obsesi.v2i2.90.

Thorndahl, K. L., & Stentoft, D. (2020). Thinking critically about critical thinking and prob-lem-based learning in higher education: A scoping review. Interdisciplinary Journal of Problem-Based Learning, 14(1), 1–21. https://doi.org/10.14434/ijpbl.v14i1.28773.

Turnbull, D., Chugh, R., & Luck, J. (2019). Learning management system: An overview. Encyclopedia of Education and Information Technologies, 1–7. https://doi.org/10.1007/978-3-319-60013-0.

Yunita Anindya, E. F., Suneki, S., & Purnamasari, V. (2019). Analisis Gerakan Literasi Sekolah Pada Pembelajaran Tematik. Jurnal Ilmiah Sekolah Dasar, 3(2), 238. https://doi.org/10.23887/jisd.v3i2.18053.

Downloads

Published

2023-10-31

How to Cite

Ivana, Pramudya, I. ., & Riyadi. (2023). The Effectiveness of Comic Illustrated Augmented Reality Learning Media to Improve Mathematical Problem-Solving Ability. Indonesian Journal of Educational Research and Review, 6(3), 584–594. https://doi.org/10.23887/ijerr.v6i3.66204

Issue

Section

Articles