The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah

Mathematics is a subject studied from elementary education up to the university level. In general, learning mathematics uses a conventional approach using a whiteboard. This method has shortcomings in the process of visualization and simulation, especially in the material of geometry. This research...

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Main Authors: Pradibta, Hendra, Triswidrananta, Odhitya Desta, Jannah, Maisia Rohmatul
Format: Article
Language:English
Published: UiTM Cawangan Perlis 2023
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/71028/1/71028.pdf
https://doi.org/10.24191/jcrinn.v8i1.341
https://ir.uitm.edu.my/id/eprint/71028/
https://crinn.conferencehunter.com/index.php/jcrinn
https://doi.org/10.24191/jcrinn.v8i1.341
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Institution: Universiti Teknologi Mara
Language: English
id my.uitm.ir.71028
record_format eprints
spelling my.uitm.ir.710282023-04-11T02:58:32Z https://ir.uitm.edu.my/id/eprint/71028/ The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah Pradibta, Hendra Triswidrananta, Odhitya Desta Jannah, Maisia Rohmatul Learning. Learning strategies Computer simulation Mathematics is a subject studied from elementary education up to the university level. In general, learning mathematics uses a conventional approach using a whiteboard. This method has shortcomings in the process of visualization and simulation, especially in the material of geometry. This research develops a learning application by utilizing Augmented Reality technology with the content of geometry for sixth-grade primary school students. Augmented Reality can visualize and simulate geometry for students with an interaction model. Linear Congruential Generator (LCG) and Fuzzy Tsukamoto methods are used in this application as a randomization method and score determination method. The results obtained from the testing process show that the LCG and fuzzy Tsukamoto methods can run according to the design. In user testing using a questionnaire, the results obtained 4.6 of scale 5.0 indicating that respondents provided good responses for the Augmented Reality Geometry application. UiTM Cawangan Perlis 2023 Article PeerReviewed text en https://ir.uitm.edu.my/id/eprint/71028/1/71028.pdf The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah. (2023) Journal of Computing Research and Innovation (JCRINN), 8 (1): 4. pp. 45-57. ISSN 2600-8793 https://crinn.conferencehunter.com/index.php/jcrinn https://doi.org/10.24191/jcrinn.v8i1.341 https://doi.org/10.24191/jcrinn.v8i1.341
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Learning. Learning strategies
Computer simulation
spellingShingle Learning. Learning strategies
Computer simulation
Pradibta, Hendra
Triswidrananta, Odhitya Desta
Jannah, Maisia Rohmatul
The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
description Mathematics is a subject studied from elementary education up to the university level. In general, learning mathematics uses a conventional approach using a whiteboard. This method has shortcomings in the process of visualization and simulation, especially in the material of geometry. This research develops a learning application by utilizing Augmented Reality technology with the content of geometry for sixth-grade primary school students. Augmented Reality can visualize and simulate geometry for students with an interaction model. Linear Congruential Generator (LCG) and Fuzzy Tsukamoto methods are used in this application as a randomization method and score determination method. The results obtained from the testing process show that the LCG and fuzzy Tsukamoto methods can run according to the design. In user testing using a questionnaire, the results obtained 4.6 of scale 5.0 indicating that respondents provided good responses for the Augmented Reality Geometry application.
format Article
author Pradibta, Hendra
Triswidrananta, Odhitya Desta
Jannah, Maisia Rohmatul
author_facet Pradibta, Hendra
Triswidrananta, Odhitya Desta
Jannah, Maisia Rohmatul
author_sort Pradibta, Hendra
title The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
title_short The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
title_full The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
title_fullStr The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
title_full_unstemmed The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah
title_sort implementation of augmented reality in geometry for primary school students / hendra pradibta, odhitya desta triswidrananta and maisia rohmatul jannah
publisher UiTM Cawangan Perlis
publishDate 2023
url https://ir.uitm.edu.my/id/eprint/71028/1/71028.pdf
https://doi.org/10.24191/jcrinn.v8i1.341
https://ir.uitm.edu.my/id/eprint/71028/
https://crinn.conferencehunter.com/index.php/jcrinn
https://doi.org/10.24191/jcrinn.v8i1.341
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