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Jurnal SINTA 2

Rancang Bangun Aplikasi Mathgeo sebagai Media Pembelajaran Dimensi Tiga Berbasis Mobile

Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) · Vol. 9 No. 5 (2022) · pp. 911–920

DOI
10.25126/jtiik.2021864636
ISSN
2528-6579, 2355-7699
Published
2022-10-31
Publisher
Fakultas Ilmu Komputer, Universitas Brawijaya
Language
id

Abstract

Dimensi tiga terdiri atas elemen panjang, lebar dan tinggi yang digunakan untuk menggambarkan bentuk bangun ruang. Namun, kesulitan dalam mendeskripsikan bentuk dapat menjadi kendala bagi siswa dalam memahami materi dimensi tiga. Hal ini disebabkan kemampuan visualisasi siswa yang kurang. Apalagi belum diimbangi dengan pemanfaatan teknologi sebagai media pembelajaran. Dalam mengatasi masalah tersebut diperlukan media pembelajaran digital untuk meningkatkan minat belajar dan pemahaman siswa terhadap materi dimensi tiga. Menggunakan aplikasi ini, pengguna dapat membaca materi, mengerjakan latihan, mengerjakan kuis, dan mengukur pemahaman materi secara mandiri. Aplikasi ini dibangun menggunakan Android Studio dengan metode pengembangan perangkat lunak Waterfall. Pengembangan dimulai dari analisis kebutuhan, perancangan, implementasi dan pengujian. Kebutuhan fungsional diuji menggunakan black-box testing, sedangkan kebutuhan non-fungsional diuji menggunakan compatibility testing dan usability testing. Black-Box Testing menghasilkan validitas 100%. Compatibility testing dilakukan menggunakan fitur Test Lab Firebase, menghasilkan 6 versi android dapat menjalankan aplikasi dengan baik pada versi minimum 7.0 (Nougat) dan versi maksimum 10 (Android Q). Usability testing dilakukan menggunakan metode System Usability Scale (SUS), diperoleh nilai SUS sebesar 87.5. Interpretasi yang diperoleh adalah Grade A+ dengan adjective Best Imagineable dan termasuk dalam kategori dapat diterima. AbstractThe third dimension consists of length, width and height which are used to describe three-dimensional shapes. However, difficulties in describing three-dimensional shapes can be an obstacle for students in understanding three-dimensional material. This is due to the student’s lack of visualization skills. Moreover, it has not been matched by the use of technology as a learning medium. In overcoming this problem, digital learning media is needed to increase student interest in learning and understanding of three-dimensional material. Using this application, users can read the material, do exercises, take quizzes, and measure understanding of the material independently. This application was built using Android Studio with the Waterfall software development life cycle. Development starts from requirement analysis, design, implementation and testing. Functional requirements are tested using black-box testing, while non-functional requirements are tested using compatibility testing and usability testing. Black-Box Testing yields 100% validity. Compatibility testing is carried out using the Firebase Test Lab feature, resulting in 6 android versions running the application well on a minimum version 7.0 (Nougat) and a maximum version 10 (Android Q). Usability testing was performed using the System Usability Scale (SUS) method, and the SUS value was 87.5. The interpretation obtained is Grade A + with the Adjective Best Imagineable and is included in the acceptable category.

Collaboration network of the authors

40 authors · 91 co-authorship links · 43 across different organisations · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • University of Brawijaya
  • National Research and Innovation Agency
  • Indonesian Institute of Sciences
  • National Central University
  • Institut Teknologi, Sains, dan Kesehatan RS.DR. Soepraoen Kesdam V/BRW
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Adam Hendra BrataUniversity of Brawijaya6
Deron LiangNational Central University3
Nanang Yudi SetiawanUniversity of Brawijaya2
Vicky ZilvanIndonesian Institute of Sciences2
Asri Rizki YulianiIndonesian Institute of Sciences2
Ade RamdanIndonesian Institute of Sciences2
Sutrisno .Affiliation unknown2
Tibyani TibyaniUniversity of Brawijaya2
Hilman Ferdinandus PardedeNational Research and Innovation Agency2
Wahyu Teja KusumaInstitut Teknologi, Sains, dan Kesehatan RS.DR. Soepraoen Kesdam V/BRW2
Herman TolleUniversity of Brawijaya2
Nur Laita Rizki AmaliaUniversity of Brawijaya1
Imam CholissodinUniversity of Brawijaya1
Budi Darma SetiawanUniversity of Brawijaya1
Farhanna Mar’iUniversity of Brawijaya1
Rizal Arif ZulfikarUniversity of Brawijaya1
I Putu Pradnyana IswaraUniversity of Brawijaya1
Irvi OktanisaUniversity of Brawijaya1
Aditya Hari BawonoUniversity of Brawijaya1
Ginanjar Wisnu Ifan A.University of Brawijaya1
Nabila Divanadia LuckyanaUniversity of Brawijaya1
Noveria Anggraeni FiajiUniversity of Brawijaya1
Prima ZulvarinaUniversity of Brawijaya1
Yusi Tyroni MursityoUniversity of Brawijaya1
Yustinus Radityo PradanaUniversity of Brawijaya1
Mochammad IzzuddinUniversity of Brawijaya1
Syaiful AnamUniversity of Brawijaya1
Onky PrasetyoUniversity of Brawijaya1
R. Budiarianto Suryo KusumoNational Research and Innovation Agency1
Satrio Hadi WijoyoUniversity of Brawijaya1
Abdul Harris WicaksonoUniversity of Brawijaya1
Didik KrisnandiNational Research and Innovation Agency1
Ana HeryanaNational Research and Innovation Agency1
Fawwaz Roja MahardikaUniversity of Brawijaya1
Raden Sandra YuwanaNational Research and Innovation Agency1
Endang SuryawatiNational Research and Innovation Agency1
Carlista NabaUniversity of Brawijaya1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://jtiik.ub.ac.id/index.php/jtiik/en/oai, first harvested 27 Okt 2026, last seen 27 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="id">Rancang Bangun Aplikasi Mathgeo sebagai Media Pembelajaran Dimensi Tiga Berbasis Mobile</dc:title>
	<dc:creator xml:lang="id">Sufiana, Santi Yunika</dc:creator>
	<dc:creator xml:lang="id">Supianto, Ahmad Afif</dc:creator>
	<dc:creator xml:lang="id">Brata, Komang Candra</dc:creator>
	<dc:description xml:lang="id">Dimensi tiga terdiri atas elemen panjang, lebar dan tinggi yang digunakan untuk menggambarkan bentuk bangun ruang. Namun, kesulitan dalam mendeskripsikan bentuk dapat menjadi kendala bagi siswa dalam memahami materi dimensi tiga. Hal ini disebabkan kemampuan visualisasi siswa yang kurang. Apalagi belum diimbangi dengan pemanfaatan teknologi sebagai media pembelajaran. Dalam mengatasi masalah tersebut diperlukan media pembelajaran digital untuk meningkatkan minat belajar dan pemahaman siswa terhadap materi dimensi tiga. Menggunakan aplikasi ini, pengguna dapat membaca materi, mengerjakan latihan, mengerjakan kuis, dan mengukur pemahaman materi secara mandiri. Aplikasi ini dibangun menggunakan Android Studio dengan metode pengembangan perangkat lunak Waterfall. Pengembangan dimulai dari analisis kebutuhan, perancangan, implementasi dan pengujian. Kebutuhan fungsional diuji menggunakan black-box testing, sedangkan kebutuhan non-fungsional diuji menggunakan compatibility testing dan usability testing. Black-Box Testing menghasilkan validitas 100%. Compatibility testing dilakukan menggunakan fitur Test Lab Firebase, menghasilkan 6 versi android dapat menjalankan aplikasi dengan baik pada versi minimum 7.0 (Nougat) dan versi maksimum 10 (Android Q). Usability testing dilakukan menggunakan metode System Usability Scale (SUS), diperoleh nilai SUS sebesar 87.5. Interpretasi yang diperoleh adalah Grade A+ dengan adjective Best Imagineable dan termasuk dalam kategori dapat diterima. AbstractThe third dimension consists of length, width and height which are used to describe three-dimensional shapes. However, difficulties in describing three-dimensional shapes can be an obstacle for students in understanding three-dimensional material. This is due to the student’s lack of visualization skills. Moreover, it has not been matched by the use of technology as a learning medium. In overcoming this problem, digital learning media is needed to increase student interest in learning and understanding of three-dimensional material. Using this application, users can read the material, do exercises, take quizzes, and measure understanding of the material independently. This application was built using Android Studio with the Waterfall software development life cycle. Development starts from requirement analysis, design, implementation and testing. Functional requirements are tested using black-box testing, while non-functional requirements are tested using compatibility testing and usability testing. Black-Box Testing yields 100% validity. Compatibility testing is carried out using the Firebase Test Lab feature, resulting in 6 android versions running the application well on a minimum version 7.0 (Nougat) and a maximum version 10 (Android Q). Usability testing was performed using the System Usability Scale (SUS) method, and the SUS value was 87.5. The interpretation obtained is Grade A + with the Adjective Best Imagineable and is included in the acceptable category.</dc:description>
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	<dc:date>2022-10-31</dc:date>
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	<dc:source xml:lang="id">Jurnal Teknologi Informasi dan Ilmu Komputer; Vol 9 No 5: Oktober 2022; 911-920</dc:source>
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