Skripsi
DESAIN PEMBELAJARAN TRANSFORMASI GEOMETRI BERBASIS STEAM DENGAN KONTEKS KAIN GAMBO MUBA BERBANTUAN VIRTUAL REALITY (VR) PADA SISWA SMP
Geometry is a branch of mathematics that plays an important role in developing students' logical, analytical, and spatial thinking skills. However, geometry learning in schools is often still abstract, making it difficult for students to understand the concepts and relate them to real-life situations. This study aims to design a learning pathway for geometric transformations based on the STEAM approach with the local cultural context of "Gambo Muba cloth using Virtual Reality (VR) technology" to improve students' mathematical literacy skills. The research approach used is Design-Based Research (DBR), which consists of three stages: Preparation Phase, Design Experiment, and Retrospective Analysis. The subjects of the study were 27 seventh-grade students at SMP Negeri 9 Sekayu. The analysis results show that the integration of cultural elements and digital technology creates a meaningful and innovative learning experience, as well as being able to strengthen students' Mathematical Literacy skills and increase their engagement in connecting mathematics learning to real life.
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