Tingkatkan Kemampuan Literasi Matematis, Tim PKM-RSH UNNES Ciptakan VRMathGames

Universitas Negeri Semarang/Berita/Tingkatkan Kemampuan Literasi Matematis, Tim PKM-RSH UNNES Ciptakan VRMathGames

Dalam meningkatkan kemampuan literasi matematis siswa, tim PKM Riset Sosial Humaniora (PKM-RSH) Universitas Negeri Semarang (UNNES) menciptakan media pembelajaran matematika yang diberinama VRMathgames. VRMathGames merupakan media berbasis virtual reality (VR) yang dikembangkan secara khusus dalam mendukung pembelajaran matematika, khususnya pada materi perbandingan trigonometri, dengan menggunakan model pembelajaran berbasis game (Game Based Learning).

VRMathGames tercipta sebagai respons terhadap hasil survei Programme for International Student Assessment (PISA) pada tahun 2022, di mana Indonesia menempati posisi 73 dari 81 negara dengan skor literasi matematis yang cukup rendah, yaitu 366. Berdasarkan hasil tersebut, skor literasi matemaris siswa Indonesia berada pada level 2, yang berarti hanya mampu menyelesaikan masalah matematika yang bersifat rutin dan sederhana dan masih kesulitan dalam menyelesaikan permasalahan matematika yang kompleks.

Kegiatan ini juga merupakan bagian dari penelitian yang didanai oleh Direktorat Belmawa melalui proposal bertajuk “Pengembangan Virtual Reality Terintegrasi Game Based Learning Bernuansa Puri Maerokoco Untuk Meningkatkan Minat Belajar dan Kemampuan Literasi Matematis.” Tim ini juga telah sukses melaksanakan uji coba media implementasi pembelajaran inovatif, VRMathGames, di SMA Negeri 1 Semarang pada bulan Juni 2024.

Melalui pengembangan media ini, tim VRMathGames berharap dapat meningkatkan minat belajar dan kemampuan literasi matematis siswa. Selain itu, yang membuat VRMathGames istimewa adalah adanya integrasi budaya lokal Semarang, yaitu penggunaan Puri Maerokoco ke dalam desain media pembelajarannya.

Inovasi ini diusung oleh tim VRMathgames yang diketuai oleh Nida Ulya Awalinda, bersama anggota tim Munzid Mahendra, Andy Nova Winasis, Muhammad Khoirul A’mal, dan Fadhil Susetya Nugraha Ramadhan.

Mereka dibimbing oleh Dr. rer. Nat. Adi Nur Cahyono, M.Pd.

Setelah proses uji coba, media VR yang dikembangkan dinilai layak, efektif, dan mampu meningkatkan minat belajar siswa. Hasil tes literasi matematis yang telah dianalisis menunjukkan dapat meningkatkan kemampuan literasi matematis siswa. Lebih lanjut, hasil angket minat belajar juga menunjukkan produk mampu meningkatkan minat belajar siswa.

Diharapkan, media VRMathGames dapat menjadi alternatif pilihan guru matematika khususnya untuk digunakan oleh siswa ketika mengikuti pembelajaran matematika sesuai dengan kurikulum yang berlaku. Selain bertujuan untuk meningkatkan minat belajar dan kemampuan literasi matematis, media ini juga diharapkan dapat mengenalkan siswa mengenai objek budaya yang ada di daerahnya.

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