Aplikasi Zyra sebagai Media Belajar Bangun Ruang Sisi Datar

Authors

  • Nanda Meilia Andini Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan image/svg+xml
  • Juwita Rini Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan image/svg+xml

DOI:

https://doi.org/10.28918/circle.v3i1.356

Abstract

The purpose of this development research is to determine the level of validity, practicality, and effectiveness of the Zyra application based on the android mobile game and integrated Augmented Reality as a medium for learning to build flat-sided spaces for class VIII students. This study applies the ADDIE development model, uses data collection techniques in the form of interviews, documentation, questionnaires, and tests, and uses descriptive qualitative techniques as data analysis techniques. This research, which lasted for approximately four months, produced a learning application product that was declared valid with a score of 83.5% and 79.5, practical with a score of 83%, and effective with a score of 86.66% based on the results of the pre-test. and post-test.

Keywords:

Application, Android, Augmented reality, Geometry Transformation, Mathematics learning

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Published

2023-03-20

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How to Cite

Aplikasi Zyra sebagai Media Belajar Bangun Ruang Sisi Datar . (2023). Circle: Jurnal Pendidikan Matematika, 3(1), 66-81. https://doi.org/10.28918/circle.v3i1.356