AUGMENTED REALITY: IMPROVEMENT OF CRITICAL THINKING BASED ON STUDENTS' INITIAL MATHEMATICAL ABILITY
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This research is motivated by the importance of mathematical critical thinking skills for students, as well as the rapid development of information technology in the digital era. This study specifically aims to improve students' mathematical critical thinking skills through the application of Augmented Reality (AR)-based learning media with 3D unity that can be used in online learning and offline learning based on Initial Mathematical Ability (IMA). Augmented Reality is a technology that combines three-dimensional virtual objects into a real environment and then projects these virtual objects in real-time. While the initial mathematical ability is one of the factors that influence the learning of mathematics, the higher the initial mathematical ability of a student, the better the level of the student's mathematical critical thinking ability. This research is quantitative research (quasi-experimental), while the research subjects are students at one of Pekanbaru's state junior high schools class VII for the academic year 2022/2023, as many as 30 students who are randomly selected by the class. This research was conducted on the material of flat shapes, especially triangles and quadrilaterals. The data collection method used was a mathematical critical thinking ability test. The test result data was processed by statistical tests, including a normality test, homogeneity test and two-way ANOVA test. The results showed that the improvement of mathematical critical thinking skills of students who received learning using augmented reality media with Unity 3D was better than the improvement of mathematical critical thinking skills of students who received conventional learning based on students' initial mathematical abilities.
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Through observations, AR technologies led to more engaging and immersive interactions as students manipulated scale factors and relative position of virtual objects by zooming in and out and rotating the MERGE cube, thus enhancing their visual-spatial reasoning.
“Through observations, it seemed that AR technologies lead to more “engaging and immersive interactions” (Angraini et al., 2023, p. 1035), as the students manipulated the scale factors and relative position of the virtual objects by zooming in and out using their fingers on the touch screen device and rotating the MERGE cube itself (see Fig. 7). Thus, they enhanced their visual–spatial reasoning.”
From Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies (2024) · cites this paper as Angraini et al., 2023
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Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies
Bertrand, M. G., Sezer, H. B., & Namukasa, I. K. (2024) · Digital Experiences in Mathematics Education · doi:10.1007/s40751-024-00152-x · Cited by 28 · see citing works
- Authors
- Angraini, L. M., Alzaber, Sari, D. P., & Muhammad, I.
- Affiliations
- Islamic University of Riau (ID)
- UPT SPNF SKB Pekanbaru
- Indonesia University of Education
- Venue
- Indonesian Journal of Teaching and Learning (INTEL)
- Publisher
- Edupedia Publisher
- Published
- 2023-02-02
- Volume
- 2
- Issue
- 1
- Pages
- 137-152
- ISSN
- 2962-0570 (ISSN-L)
- 2964-1446
- OpenAlex
- W4362459834
- Cited by
- 5
- References
- 0
- Citations by year
- 2025: 3 · 2024: 2
- FWCI
- 1.74
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Locations
- Indonesian Journal of Teaching and Learning (INTEL) (publishedVersion, cc-by)
- Topics
- Physical Sciences › Mathematics › Applied Mathematics › Mathematics Education and Pedagogy
- Social Sciences › Education › STEM Education
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Keywords
- augmented reality, mathematical critical thinking, initial mathematical ability, Unity game engine, instructional media, junior high school students, plane geometry, triangles and quadrilaterals, online and offline learning
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