IJRR

International Journal of Research and Review

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Year: 2024 | Month: June | Volume: 11 | Issue: 6 | Pages: 698-705

DOI: https://doi.org/10.52403/ijrr.20240676

Need Analyze as an Effort to Completely Solve in Learning Loss and Cultural Crisis Towards Golden Age Indonesian 2045

Nur Rahmawati1, Indah Dwi Setyani2, Putri Dewi Septyani3, M. Rizal Umami4, Muhammad Choirul Anwar5, Ika Santia6

1,2,3Prospective Teacher, Department of Mathematics Educational, Faculty of Health and Sains, Nusantara PGRI University of Kediri, Indonesia,
4,5Engineering Student, Department of Informatics Engineering, Faculty of Engineering and Computer Science, Nusantara PGRI University of Kediri, Indonesia,
6Assisten Professor, Department of Mathematics Educational, Faculty of Health and Sains, Nusantara PGRI University of Kediri, Indonesia

Corresponding Author: Nur Rahmawati

ABSTRACT

This study aims to determine the need for interactive learning media for mathematics with a virtual reality-based ethnomathematics approach as an effort to resolve the phenomenon of learning loss and cultural crisis towards Indonesia Emas 2045. This research method uses a quantitative descriptive method, with data collection techniques through the results of the pretest of VIII grade students and the distribution of interview questionnaires. This research was conducted at SMP Plus Rahmat Kediri with a population of 66 students. Based on the pretest results, 96,96% of students' scores were still below the KKM.  In addition, the interview results showed that students' interest and ability to remember math learning after a long holiday were not good with a percentage of 33,43%, and 32,42% respectively. Students' interest and understanding of Kediri local culture is not good with a percentage of 39,54%. In learning mathematics with a good category, 62,72% of students have used interactive learning media for mathematics, but many students have never applied ethnomathematics of Kediri local culture to geometry material as a learning medium as shown by a percentage of 25,15%. In addition, 78,18% of students are interested in virtual games based on virtual reality. However, many students have never used mathematics learning media with a virtual reality-based ethnomathematics approach, with a percentage of 25,51%. Therefore, efforts are needed in the field of education to overcome the phenomenon of learning loss and cultural crisis completely, one of which is by developing interactive learning media on virtual reality-based ethnomathematics.

Keywords: Learning Loss, Cultural Crisis, Interactive Learning Media, Ethnomathematics, Virtual Reality

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