Enhancing Mathematical Modeling and Ethnomathematics Learning Through Virtual Reality: A Case Study in Higher Education

Authors

  • Satya Santika Universitas Siliwangi
  • Depi Ardian Nugraha Universitas Siliwangi
  • Mega Nur Prabawati Universitas Siliwangi

DOI:

https://doi.org/10.31980/mosharafa.v14i1.2021

Keywords:

Virtual Reality, Mathematics Modelling, Ethnomathematics, Enhanced Learning Experience, Educational Technology, Pemodelan Matematika, Etnomatematika, Pengalaman Belajar yang Ditingkatkan, Teknologi Pendidikan

Abstract

Penelitian ini menjawab kebutuhan inovasi dalam pembelajaran matematika dengan mengintegrasikan Virtual Reality (VR) pada mata kuliah Pemodelan Matematika dan Etnomatematika, sebuah terobosan yang membedakannya dari studi sejenis yang terbatas pada geometri. Berlandaskan teori konstruktivisme, pendekatan ini dirancang untuk menciptakan pengalaman belajar aktif yang meningkatkan keterlibatan, pemahaman konseptual, dan motivasi mahasiswa. Metode pengembangan 4D (Define, Design, Develop, Disseminate) digunakan dengan evaluasi melalui tes, survei (reliabilitas α=0,85), dan observasi. Hasil uji coba awal membuktikan efektivitas model ini, ditunjukkan oleh peningkatan signifikan dalam ketiga aspek tersebut. Konten VR yang dikembangkan telah memperoleh sertifikat HaKI, menjamin orisinalitasnya. Temuan penelitian ini tidak hanya menawarkan model integrasi teknologi imersif yang dapat diadopsi perguruan tinggi, tetapi juga merekomendasikan penelitian lanjutan dengan desain eksperimental dan evaluasi retensi pengetahuan jangka panjang untuk mendukung implementasi Kurikulum Merdeka Belajar secara lebih luas dan efektif.

This study addresses the need for innovation in mathematics learning by integrating Virtual Reality (VR) into the Mathematical Modelling and Ethnomathematics courses, a breakthrough that distinguishes it from similar studies limited to geometry. Based on constructivist theory, this approach is designed to create an active learning experience that increases student engagement, conceptual understanding, and motivation. The 4D (Define, Design, Develop, Disseminate) development method was used with evaluation through tests, surveys (reliability α=0.85), and observations. Initial trial results proved the effectiveness of this model, as shown by significant improvements in all three aspects. The developed VR content has obtained an intellectual property rights certificate, guaranteeing its originality. The findings of this study not only offer an immersive technology integration model that universities can adopt but also recommend further research with experimental designs and long-term knowledge retention evaluations to support the broader and more effective implementation of the Merdeka Belajar Curriculum.

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Published

2025-01-30

How to Cite

Santika, S., Nugraha, D. A., & Prabawati, M. N. (2025). Enhancing Mathematical Modeling and Ethnomathematics Learning Through Virtual Reality: A Case Study in Higher Education. Mosharafa: Jurnal Pendidikan Matematika, 14(1), 167–182. https://doi.org/10.31980/mosharafa.v14i1.2021

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