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 (Author), Triswidrananta, Odhitya Desta (Author), Jannah, Maisia Rohmatul (Author)
Format: Book
Published: UiTM Cawangan Perlis, 2023.
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042 |a dc 
100 1 0 |a Pradibta, Hendra  |e author 
700 1 0 |a Triswidrananta, Odhitya Desta  |e author 
700 1 0 |a Jannah, Maisia Rohmatul  |e author 
245 0 0 |a The implementation of augmented reality in geometry for primary school students / Hendra Pradibta, Odhitya Desta Triswidrananta and Maisia Rohmatul Jannah 
260 |b UiTM Cawangan Perlis,   |c 2023. 
500 |a https://ir.uitm.edu.my/id/eprint/71028/1/71028.pdf 
500 |a  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) <https://ir.uitm.edu.my/view/publication/Journal_of_Computing_Research_and_Innovation_=28JCRINN=29/>, 8 (1): 4. pp. 45-57. ISSN 2600-8793  
520 |a 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. 
546 |a en 
690 |a Learning. Learning strategies 
690 |a Computer simulation 
655 7 |a Article  |2 local 
655 7 |a PeerReviewed  |2 local 
787 0 |n https://ir.uitm.edu.my/id/eprint/71028/ 
787 0 |n https://crinn.conferencehunter.com/index.php/jcrinn 
787 0 |n https://doi.org/10.24191/jcrinn.v8i1.341 
856 4 1 |u https://ir.uitm.edu.my/id/eprint/71028/  |z Link Metadata