Integrasi Augmented Reality dan Teori Embodied Cognition dalam Permainan Manipulatif Interaktif untuk Meningkatkan Pemahaman Konseptual Matematika Dasar di Indonesia
DOI:
https://doi.org/10.71094/Keywords:
Augmented Reality, Embodied Cognition, Matematika Dasar, Inovasi Pendidikan, Motivasi BelajarAbstract
Krisis literasi numerasi di Indonesia (skor PISA 2022: 366) menuntut intervensi pedagogis berbasis neurosains dan teknologi. Penelitian ini mengevaluasi efektivitas permainan manipulatif interaktif berbasis Augmented Reality (AR) yang didesain dengan prinsip embodied cognition untuk meningkatkan pemahaman konseptual matematika dasar. Melalui eksperimen kuasi delapan minggu dengan 120 siswa kelas 2 SD di SDN 33 Mataram, data dikumpulkan menggunakan tes konseptual terstandardisasi, observasi partisipatif, dan skala motivasi ARCS. Temuan menunjukkan peningkatan signifikan (p\<0.001, eta2=0.32) pada kelompok eksperimen, terutama dalam konsep pecahan (Cohen’s d=1.24) dan geometri spasial (Cohen’s d=0.93). Analisis mengungkap tiga faktor desain kritis: (1) keselarasan gestur-semiotik, (2) scaffolding adaptif, dan (3) umpan balik multimodal. Dinamika motivasional membentuk siklus tiga fase: tantangan adaptif rightarrow eksplorasi strategi rightarrow euforia penyelesaian. Signifikansi penelitian mencakup pengembangan model Digital Concrete-Representational-Abstract (DCRA) dan rekomendasi kebijakan integrasi teknologi berbasis bukti dalam kurikulum nasional. Penelitian ini berkontribusi pada evolusi desain pembelajaran matematika berbasis bukti, khususnya untuk konteks pendidikan di Indonesia, guna mengatasi tantangan numerasi yang mendesak.
References
Abrahamson, D., et al. (2020). Embodied design and learning: Potentials, pitfalls, and promises. Educational Technology Research and Development, 69(2), 843–863.
Abrahamson, D. (2021). The embodied design for learning: A theoretical framework for STEM education. Journal of the Learning Sciences, 30(2), 221–254.
Baccaglini-Frank, A., & Maracci, M. (2021). Manipulatives and digital manipulatives in early childhood mathematics education. ZDM Mathematics Education, 53(7), 1567–1580.
Bakker, M., et al. (2023). Adaptive feedback in digital math games: A meta-analysis. Journal of Educational Psychology, 115(4), 587–603.
Braun, V., & Clarke, V. (2022). Thematic analysis: A practical guide. Sage Publications.
Chen, Z.-H., et al. (2022). Effects of physical and digital manipulatives on mathematics learning:
A meta-analysis. Educational Research Review, 37, 100486.
Csikszentmihalyi, M. (2020). Flow and education. Springer.
Digital, J., et al. (2023). COEMET 2.0: A revised protocol for observing embodied mathematics
learning. Journal for Research in Mathematics Education, 54(3), 189–214. Johnson-Glenberg, M. C. (2021). The necessary nine: Design principles for embodied VR and
active STEM education. Frontiers in Psychology, 12, 729091.
Keller, J. M. (2020). Motivational design for learning and performance. Springer.
Kemkominfo. (2024). Penetrasi smartphone di Indonesia 2024. Laporan Tahunan.
Kurniawan, O. (2025). Contextual math gamification in Indonesian primary schools. Journal of
Mathematics Education Research, 12(1), 45–67.
Moyer-Packenham, P. S., et al. (2024). Virtual manipulatives: A scientific examination of their
affordances. Computers & Education, 192, 104856.
Neumann, K., et al. (2024). Long-term effects of digital math games: A three-year longitudinal
study. Learning and Instruction, 91, 101887.
Paas, F. (1992). Training strategies for attaining transfer of problem-solving skill in statistics: A
cognitive load approach. Journal of Educational Psychology, 84(4), 429–434.
Pouw, W., et al. (2024). Embodied mathematics learning through gesture and technology.
Educational Psychology Review, 36(1), 1–28.
Reeves, T. C. (2020). Design-based research in educational technology: Progress made,
challenges remain. Educational Technology, 60(1), 38–42.
Sarama, J., & Clements, D. H. (2021). Early childhood mathematics education research: Learning
trajectories for young children. Routledge.
UNESCO. (2023). Digital learning for mathematics in Global South: Challenges and opportunities.
UNESCO Publishing.
UNESCO. (2024). Teacher readiness for digital mathematics education in Southeast Asia. Policy
Brief.
Wijaya, A., et al. (2023). Designing digital manipulatives for Indonesian primary mathematics:
Challenges and solutions. Journal of Educational Computing Research, 61(5), 1120–1145. World Bank. (2023). Improving foundational numeracy in Indonesia: A diagnostic report. World
Bank Publications.
Zohar, R., et al. (2024). Gesture-based mathematics learning: A neurocognitive perspective. Mind,
Brain, and Education, 18(1), 32–47.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Imam Iryanto (Author)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.