Using Augmented Reality-Based e Book for Improving Students Learning Motivation in Analytical Geometry Course
Abstract
Abstract In the development of science and technology in the world of education, students need to be introduced to a variety of varied learning media, one of which is the use of augmented reality-based e-books. The ability to learn analytic geometry requires systematic, logical and critical thinking that can be developed through learning. The purpose of this study is to test the increase in learning motivation using augmented reality based e-book media in analytic geometry course. The method in this study using ADDIE which consists of five stages which include analysis, design, development, implementation and evaluation. The result of the research is that the average result of the questionnaire given by students from various aspects of the assessment is 86 percent. Meanwhile, based on learning outcomes, there is a difference in learning outcomes between midterm exam score and the e-book score, which is 9.18 and based on the results of the analysis using SPSS on the t-test, it is found that tcount is equal to 4.768 more than ttable is equal to 2.015. From these results, it can be concluded that augmented reality-based e-book media in analytic geometry courses can motivate students as a technology based learning medium for students of mathematics study program at Universitas Billfath.
Keywords augmented reality, geometry analytic, e-book
Abstrak Dalam perkembangan ilmu pengetahuan dan teknologi di dunia pendidikan, mahasiswa perlu dikenalkan dengan berbagai media pembelajaran yang bervariasi, salah satunya adalah penggunaan e-book berbasis augmented reality. Kemampuan belajar geometri analitik membutuhkan pemikiran yang sistematis, logis dan kritis yang dapat dikembangkan melalui pembelajaran. Tujuan dari penelitian ini adalah untuk menguji peningkatan motivasi belajar dengan menggunakan media e book berbasis augmented reality pada mata kuliah geometri analitik. Metode dalam penelitian ini menggunakan ADDIE yang terdiri dari lima tahap yang meliputi analisis, perancangan, pengembangan, implementasi dan evaluasi. Hasil penelitian menunjukkan bahwa rata rata hasil angket yang diberikan mahasiswa dari berbagai aspek penilaian adalah 86 persen. Sedangkan berdasarkan hasil belajar terdapat perbedaan hasil belajar antara nilai ulangan tengah semester dengan nilai e-book yaitu sebesar 9,18 dan berdasarkan hasil analisis dengan menggunakan SPSS pada uji-t diketahui bahwa thitung sama dengan 4,768 lebih dari ttabel sama dengan 2,015. Dari hasil tersebut dapat disimpulkan bahwa media e-book berbasis augmented reality pada mata kuliah geometri analitik dapat memotivasi mahasiswa sebagai media pembelajaran berbasis teknologi bagi mahasiswa program studi matematika di Universitas Billfath. Kata kunci: augmented reality, geometri analitik, e-book.
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