Kemampuan penalaran matematis ditinjau pendekatan steam berbantuan virtual reality

Authors

  • Ahmad Ijlal Abdika UNNES
  • Arief Agoestanto
  • Scolastika Mariani

DOI:

https://doi.org/10.31980/pme.v4i1.2634

Keywords:

Mathematical reasoning ability, STEAM, Virtual Reality, Kemampuan penalaran matematis

Abstract

Abstract

Technological advances and the demands of 21st century competencies require students to have high-level thinking skills, one of which is mathematical reasoning. Several studies have shown that students' mathematical reasoning abilities are still relatively low. The application of the STEAM approach supported by Virtual Reality (VR) presents an innovative strategy that can be applied in learning activities. This study aims to describe and examine the impact of the STEAM approach integrated with Virtual Reality (VR) technology in improving students' mathematical reasoning abilities. The method used is Systematic Literature Review by identifying 15 international articles from the Google Scholar database that meet certain selection criteria. The results of the analysis show that the application of VR in the STEAM approach creates an interactive and immersive learning environment, supporting students' understanding of abstract mathematical concepts such as geometry, algebra, and statistics. The integration of Virtual Reality (VR) in learning allows students to visualize abstract concepts concretely and interactively, facilitating logical thinking, evidence construction, and drawing conclusions. In addition, this approach increases learning motivation, information retention, and student engagement in the mathematics learning process.

Abstrak

Perkembangan teknologi dan kebutuhan kompetensi abad ke-21 menuntut siswa untuk memiliki kemampuan berpikir tingkat tinggi, salah satunya adalah kemampuan penalaran matematis. Beberapa penelitian menunjukkan bahwa kemampuan penalaran matematis siswa masih tergolong rendah. Penerapan pendekatan STEAM berbantuan Virtual Reality (VR) merupakan inovasi yang dapat digunkan dalam kegaiatan pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan dan mengetahui pengaruh pendekatan STEAM berbantuan teknologi Virtual Reality (VR) dalam meningkatkan kemampuan penalaran matematis siswa. Metode yang digunakan adalah metode Systematic Literature Review dengan mengidentifikasi 15 artikel internasional dari database Google Scholar yang memenuhi kriteria seleksi tertentu. Hasil analisis menunjukkan bahwa penerapan VR dalam pendekatan STEAM mampu menciptakan lingkungan belajar yang interaktif dan imersif, yang mendukung pemahaman konsep matematika yang abstrak, seperti geometri, aljabar, dan statistika. Integrasi Virtual Reality (VR) dalam pembelajaran memungkinkan siswa untuk memvisualisasikan konsep abstrak secara nyata dan interaktif, sehingga mempermudah proses berpikir logis, penyusunan bukti, serta penarikan kesimpulan. Selain itu, pendekatan ini juga meningkatkan motivasi belajar, retensi informasi, dan keterlibatan siswa dalam proses pembelajaran matematika.

References

Ariati, C., & Juandi, D. (2022). Kemampuan Penalaran Matematis: Systematic Literature Review. Jurnal Lemma, 8(2), 61–75. https://doi.org/10.22202/jl.2022.v8i2.5745

Arnandi, F., Yusmin, E., Ahmad, D., Rif’at, M., & Siregar, N. (2023). Identifikasi Kemampuan Penalaran Matematis Peserta Didik dalam Menyelesaikan Soal TIMSS Konten Geometri. Plusminus: Jurnal Pendidikan Matematika, 3(3), 371-384. https://doi.org/10.31980/plusminus.v3i3.1502

Bertrand, M. G., Sezer, H. B., & Namukasa, I. K. (2024). Exploring AR and VR Tools in Mathematics Education Through Culturally Responsive Pedagogies. Digital Experiences in Mathematics Education, 462–486. https://doi.org/10.1007/s40751-024-00152-x

Cahyani, A. S., Oktaviyanthi, R., & Khotimah. (2024). Development Worksheets with an Intuition-Based Concrete-Representational-Abstract Approach to Facilitate Students’ Mathematical Reasoning. Plusminus: Jurnal Pendidikan Matematika, 4(1), 1-16. https://doi.org/10.31980/plusminus.v4i1.1462

Cao, S., Chu, J., Zhang, Z. C., & Liu, L. (2024). The effectiveness of VR environment on primary and secondary school students’ learning performance in science courses. Interactive Learning Environments. https://doi.org/10.1080/10494820.2024.2312921

El Bedewy, S., Lavicza, Z., & Lyublinskaya, I. (2024). STEAM practices connecting mathematics, arts, architecture, culture and history in a non-formal learning environment of a museum. Journal of Mathematics and the Arts. https://doi.org/10.1080/17513472.2024.2321563

Elfariana, R., Aisyah, N., & Susanti, E. (2024). Development of Interactive Electronic Student Worksheets on Pythagorean Theorem Material to Support Students’ Mathematical Reasoning in Junior High Schools. 15(1), 306–318. https://journal.unnes.ac.id/journals/kreano

Eliza, R., Sepriyanti, N., & Husniyah Ulfah. (2023). Penerapan Pendekatan Berpikir Metaforis Terhadap Kemampuan Penalaran Matematis Siswa. Mathema Journal, 5(2), 82–92.

Indah, P., & Nuraeni, R. (2021). Perbandingan kemampuan penalaran deduktif matematis melalui Model PBL dan IBL berdasarkan KAM. Mosharafa: Jurnal Pendidikan Matematika, 10(1), 165-176. https://doi.org/10.31980/mosharafa.v10i1.650

Haas, B., Lavicza, Z., Houghton, T., & Kreis, Y. (2023). Can you create? Visualising and modelling real-world mathematics with technologies in STEAM educational settings. Current Opinion in Behavioral Sciences, 52(January 2022), 101297. https://doi.org/10.1016/j.cobeha.2023.101297

Hudiria, I., & Haji, S. (2022). Mathematical disposition dan self-concept terhadap kemampuan penalaran matematis mahasiswa pada masa pandemi Covid-19. Mosharafa: Jurnal Pendidikan Matematika, 11(3), 435-446. https://doi.org/10.31980/mosharafa.v11i3.734

Husniah, A., & Azka, R. (2022). Modul matematika dengan model pembelajaran problem based learning untuk memfasilitasi kemampuan penalaran matematis siswa. Mosharafa: Jurnal Pendidikan Matematika, 11(2), 327-338. https://doi.org/10.31980/mosharafa.v11i2.724

Januardi, A., & Susiaty, U. D. (2023). Peningkatan Kemampuan Matematis Siswa dengan Pendekatan STEAM pada Open Class Materi Pola Bilangan. Juwara Jurnal Wawasan Dan Aksara, 3(1), 20–29. https://doi.org/10.58740/juwara.v3i1.60

Kızılay, E., Tanık Önal, N., & Saylan Kırmızıgül, A. (2024). A rollercoaster STEM activity involving virtual reality. Science Activities, 61(2), 95–105. https://doi.org/10.1080/00368121.2024.2308793

Maulandani, S., & Afriansyah, E. A. (2024). Mathematical Reasoning Skills Review of Student Self-Regulated Learning in Number Pattern. Plusminus: Jurnal Pendidikan Matematika, 4(1), 27-46. https://doi.org/10.31980/plusminus.v4i1.1685

Marfu’ah, S., Zaenuri, Masrukan, & Walid. (2022). Model Pembelajaran Matematika untuk Meningkatkan Kemampuan Penalaran Matematis Siswa. Prosiding Seminar Nasional Matematika, 5, 50–54. https://journal.unnes.ac.id/sju/index.php/prisma/

Mubarok, W. K., Surabaya, U. N., Anugrah, S., & Surabaya, U. N. (2024). Analisis Media Pembelajaran Berbasis Virtual Reality Melalui Pendekatan Steam Guna Meningkatkan. AL-IRSYAD: Journal of Psysics Educations, 3(2), 57–68.

Nurfitriyanti, M., Kusumawardani, R., & Lestari, I. (2020). Kemampuan Representasi Matematis Peserta Didik Ditinjau Penalaran Matematis pada Pembelajaran Berbasis Masalah. Jurnal Gantang, 5(1), 19–28. https://doi.org/10.31629/jg.v5i1.1665

Ozkan, G., & Umdu Topsakal, U. (2021). Exploring the effectiveness of STEAM design processes on middle school students’ creativity. International Journal of Technology and Design Education, 31(1), 95–116. https://doi.org/10.1007/s10798-019-09547-z

Rahmawati, K. D., & Astuti, D. (2022). Kemampuan penalaran matematis siswa SMA pada materi pertidaksamaan dua variabel. Plusminus: Jurnal Pendidikan Matematika, 2(2), 187-200.

Rahmawati, I., Anwar, M. S., Saputra, A. A., & Fauza, M. R. (2023). Implementasi Pendidikan Karakter Dalam Proses Pembelajaran Matematika Kelas X MA Ma’arif Roudlotut Tholibin Kota Metro. Jurnal Penelitian Tindakan Kelas, 1(2), 91–105. https://doi.org/10.61650/jptk.v1i2.160

Rahmawati, L., & Juandi, D. (2022). Pembelajaran Matematika Dengan Pendekatan Stem: Systematic Literature Review. Teorema: Teori Dan Riset Matematika, 7(1), 149. https://doi.org/10.25157/teorema.v7i1.6914

Sari, N., Sukmaningthias, N., Nuraeni, Z., & Rosyada, A. (2024). Development of Mathematical Literacy Tests to Measure Student’s Reasoning and Representation Skills. Plusminus: Jurnal Pendidikan Matematika, 4(3), 437-452. https://doi.org/10.31980/plusminus.v4i3.2367

Smutny, P. (2023). Learning with virtual reality: a market analysis of educational and training applications. Interactive Learning Environments, 31(10), 6133–6146. https://doi.org/10.1080/10494820.2022.2028856

Soomro, R. B. K., Soomro, A. B., Shah, S. T. A., & Memon, I. (2025). Integration ofVirtual Reality and Augmented Reality into STEAM Education: A Meta-Analysis. Journal of Advance Research in Social Science and Humanities, 10(9), 71–85. https://doi.org/10.61841/ameexk04

Sovann, D., Chan, S., & Lay, M. (2024). Integrating Virtual Reality in STEM Education : Enhancing Engagement and Learning Outcomes. 1, 22–26.

Suanto, E., Rianti, E., Zulnaidi, H., Studi, P., Matematika, P., & Riau, U. (2024). Development of Student Worksheets on Pythagorean Theorem Content Based on Creative Problem Solving to Facilitate Mathematical Reasoning Ability. 15(2), 463–480.

Downloads

Published

2025-02-28

How to Cite

Ahmad Ijlal Abdika, Arief Agoestanto, & Scolastika Mariani. (2025). Kemampuan penalaran matematis ditinjau pendekatan steam berbantuan virtual reality. Jurnal Inovasi Pembelajaran Matematika: PowerMathEdu, 4(1), 113–122. https://doi.org/10.31980/pme.v4i1.2634

Issue

Section

Articles

Similar Articles

1 2 3 4 5 6 7 8 9 > >> 

You may also start an advanced similarity search for this article.