STUDENT’S REFLECTIVE ABSTRACTION ON THE APPLICATION OF AUGMENTED REALITY-ASSISTED MATHEMATICS LEARNING MEDIA
DOI:
https://doi.org/10.24127/ajpm.v12i2.6826Keywords:
augmented reality, mathematics learning media, reflective abstractAbstract
Hasil observasi pada salah satu sekolah di SMA Pangkalpinang adalah banyak siswa yang mengalami kesulitan parah dalam pembelajaran matematika. Pembelajaran matematika lebih bermakna dan mudah diingat oleh siswa jika konsep yang belum mereka ketahui dapat mereka temukan sendiri. Oleh sebab itu abstraksi reflektif siswa dirasa sangat penting untuk dikembangkan. Penelitian ini bertujuan untuk meningkatkan abstraksi reflektif siswa dengan menggunakan media pembelajaran matematika berbantuan augmented reality. Penelitian dilakukan melibatkan siswa kelas X sebanyak 44 orang yang terbagi pada dua kelas. dua kelas yang dilibatkan terdiri dari satu kelas eksperimen dan satu kelas lagi sebagai kelas kontrol masing-masing berjumlah 22 siswa. Pengumpulan data menggunakan teknik tes yang diberikan saat pretest dan postest. Soal pretest dan postest sudah disesuaikan dengan indikator abtraksi reflektif sehingga dapat dipastikan kredibel dalam pengukuran abstraksi reflektif siswa. Analisis data menggunakan uji prasyarat kolmogorov smirnov dan levenenyang sebelumnya dilakukan uji N-Gain terlebih dahulu, lalu dilanjutkan dengan uji hipotesis menggunakan uji U-Mann Whitney. Hasil yang didapatkan adalah, dengan menggunakan media pembelajaran matematika berbantuan augmented reality dapat meningkatkan kemampuan abstraksi reflektif siswa.
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The result of observations at one of the high schools in Pangkalpinang shows that many students experienced severe difficulties in learning mathematics. Mathematics learning is more meaningful and easy for students to memorize if they are able to find the unknown concepts on their own. Therefore, students' reflective abstraction is considered very important to develop. This study aims to improve students' reflective abstraction by using augmented reality assisted mathematics learning media. The research was conducted involving 44 grade 10 students who were divided into two classes. The two classes involved consist of one experimental class and one control class; each class consists of 22 students. The data collection used is the test technique given during the pretest and posttest. The pretest and posttest questions have been adapted to indicators of reflective abstraction so that it can be ascertained that the questions are credible in measuring student’s reflective abstraction. The data analysis used is the Kolmogorov Smirnov and Levenen prerequisite tests which were previously carried out by the N-Gain test first, then continued with hypothesis testing using the U-Mann Whitney test. The results obtained show that the application of augmented reality mathematics learning media can improve students' reflective abstraction abilities
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