Penerapan Augmented Reality Card pada Pembelajaran Berbasis Masalah untuk Meningkatkan Kemampuan Pemecahan Masalah Matematis Siswa
DOI:
10.29303/jm.v8i3.13113Published:
2026-09-30Downloads
Abstract
This study aimed to improve students' mathematical problem-solving ability through the implementation of Augmented Reality Card media in problem-based learning. The study employed Classroom Action Research using the Kemmis and McTaggart model, which was conducted in two cycles. The participants were 30 ninth-grade students of class IX-10 at SMP Negeri 35 Medan in the second semester of the 2025/2026 academic year. Data were collected through mathematical problem-solving tests, observation, and documentation. Students' problem-solving ability was analyzed based on Polya's four stages: understanding the problem, devising a plan, carrying out the plan, and looking back. The results showed that the average problem-solving score increased from 29.30 in the pre-cycle to 51.46 in Cycle I and 85.96 in Cycle II. Classical mastery increased from 3.33% to 86.67% in Cycle II. The N-Gain from Cycle I to Cycle II was 0.710, categorized as high, while the effect size was 0.608, indicating a large effect. Therefore, the implementation of Augmented Reality Card media in problem-based learning can improve students' mathematical problem-solving ability.
Keywords:
Augmented Reality Card Problem Based Learning mathematical problem-solving ability PolyaReferences
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