The Influence of Using Virtual Reality (VR)-Based Geometry Lab media on Student Learning Achievement at UIN Walisongo Semarang

Authors

  • Achmad Buchori Mathematic Education Program, Universitas PGRI Semarang, Semarang, Indonesia
  • Dina Prasetyowati Mathematic Education Program, Universitas PGRI Semarang, Semarang, Indonesia
  • Wijayanto . Technology Information of Education Program, Universitas PGRI Semarang, Semarang, Indonesia

DOI:

https://doi.org/10.61707/2r9r7c30

Keywords:

Development, Virtual Lab, Geometry, Cognitive Ability, Spatial Ability

Abstract

In research on the development of virtual media for a geometry lab using the ADDIE stage model. This model, as the name suggests, consists of five main phases or stages, namely (A) analysis, (D) design, (D) development, (I) implementation, and (E) evaluation. The Implementation and Evaluation stage was carried out in the second year, with expanded tests carried out at UIN Walisongo Semarang and UIN University Semarang in a fun and enjoyable manner, with posttests and user response questionnaires given with the following results: Based on research at UIN Walisongo, posttest results were processed using tests t results obtained are 0% <5%, then H0 is rejected. This means that we accept H1, which means that the results of learning mathematics in the Virtual Lab Geometry media based on Virtual Reality (VR) are better than the conventional learning model. Looking at the average learning achievement in the mean column, Group Statistics table, the experimental class average is 84.53. while the control class average was 70.33. These results show that the learning outcomes of the experimental class are better than the control class. R Square value is 0.832 = 83.2%. This value means that the influence of virtual lab media on learning achievement is 83.2%, while 16.8% of learning achievement is influenced by other variables outside of the independent variables in this study. 

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Published

2024-04-16

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Section

Articles

How to Cite

The Influence of Using Virtual Reality (VR)-Based Geometry Lab media on Student Learning Achievement at UIN Walisongo Semarang. (2024). International Journal of Religion, 5(5), 485-493. https://doi.org/10.61707/2r9r7c30

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