
Designing prototype model of virtual geometry in mathematics learning using augmented reality
Author(s) -
Syafrimen Syafril,
Zainal Asril,
Engkizar Engkizar,
A Zafirah,
Fardatil Aini Agusti,
Iip Sugiharta
Publication year - 2021
Publication title -
journal of physics. conference series
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.21
H-Index - 85
eISSN - 1742-6596
pISSN - 1742-6588
DOI - 10.1088/1742-6596/1796/1/012035
Subject(s) - interactivity , augmented reality , boredom , computer science , process (computing) , creativity , virtual reality , human–computer interaction , software , multimedia , computer graphics (images) , psychology , social psychology , political science , law , programming language , operating system
This study aims to design and to see the effectiveness of virtual geometry (VirGO) mobile application in learning mathematics based on Augmented Reality (AR). To create a virtual geometry application, the writer uses the three stages prototype method, making an AR software application using Unity3D, the process of modelling with Blender, and using Vuforia to develop augmented reality and marker. The experiment involves one hundred and twenty students in three junior high schools in Padang. The results of the study show that VirGO based on augmented reality has three advantages namely (1) the availability to display the detail objects and learning material realistically, (2) its interactivity supported by cutting-edge and powerful videos, images and animations features, and (3) increasing students’ interest in learning mathematics and reducing boredom. The results of this study have proved that learning mathematics will be interesting and more memorable if the teacher has the will and creativity in making various learning media.