scholarly journals Jawi using multi-maker augmented reality

2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.

2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


Author(s):  
Mukhamad Murdiono ◽  
Suyato Suyato ◽  
Elly Nur Rahmawati ◽  
Muhammad Abdul Aziz

The study has developed an android-based mobile application that can assist in the teaching-learning process of civic education in senior high schools. As a research-and-development activity, it employed the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Based on validation by material experts, the developed application was very feasible to use (89.04%), and the media experts concurred with this assessment (90.78%). During the large-group trials, the application scored between 3.96 and 4.68, meaning that it provides an excellent media or platform with high feasibility for the teaching-learning process of civic education in senior high schools.


SAINTEKBU ◽  
2021 ◽  
Vol 13 (01) ◽  
pp. 19-27
Author(s):  
Ospa Pea Yuanita Meishanti ◽  
Zaidatur Roziqo

ABSTRACT (in English) Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media. Keyword : Augmented Reality, Development, Learning Media, INTISARI (in Indonesia) Pada dasarnya, Augmented Reality sebenarnya bukan sesuatu yang asing dalam masyarakat umum, hanya saja mereka tidak mengetahui apa arti dari Augmented Reality itu sendiri. Kartu Augmented Reality umumnya dapat ditemukan dalam beberapa snack kemasan yang mana kartu tersebut dapat di-scan melalui aplikasi khusus yang tersedia dalam Playstore. Namun sekarang peneliti membuat Augmented Reality untuk pembelajaran, dalam hal ini peneliti menggunakan bahasan metamorfosis lebah, agar pembelajaran lebih menarik. Penelitian ini bertujuan untuk mendeskripsikan kelayakan media Augmented Reality pada metamorfosis lebah dan mengetahui respon siswa terhadap kemenarikan media Augmented Reality metamorfosis lebah. Model pengembangan yang digunakan adalah model ADDIE yang meliputi: Analysis, Design, Development, Implementation dan Evaluation. Produk divalidasi oleh satu ahli media dan satu ahli materi. Uji kemenarikan dilakukan pada 5 orang siswa MTs Al-Ihsan Kalijaring Jombang. Data penilaian yang diperoleh dari ahli media yaitu sebesar 80% dengan kualifikasi layak, penilaian dari ahli materi yaitu sebesar 88% dengan kualifikasi sangat layak, sedangkan dari data respon siswa mendapatkan skor sebesar 88,75% dengan kualifikasi sangat setuju. Hasil penilaian dari ahli media, ahli materi dan respon siswa menunjukkan Augmented Reality metamorfosis lebah dapat digunakan sebagai media pembelajaran. Kata Kunci : Augmented Reality, Pengembangan, Media Pembelajaran,


2021 ◽  
Vol 15 (1) ◽  
pp. 31-39
Author(s):  
Cahyana Cahyana ◽  
Hetti Hidayati ◽  
Muhammad Barja Sanjaya ◽  
Adi Satria Pangestu ◽  
Angga Anjaini Sundawa ◽  
...  

Dyslexia is considered the most common appearance of a learning disability in the world. Dyslexic students often suffer from emotional issues because of their educational failure experiences. Dyslexia cannot be cured. However, proper and continuous treatment can help students to achieve better results in their studies. The sooner the intervention happens, the better the outcome will be. The research presents the design and development of a mobile application to help dyslexic students to learn how to read. The application is called Learning Dyslexia (Leady). The Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model is used for developing the application. It uses a multisensory approach as the teaching method. Leady aims at young learners so that they can have the intervention from an earlier age. The application design also complies with the appropriate design for dyslexic students, such as in the selection of used fonts and background color. Then, Leady is demonstrated to five dyslexia caretakers (the teachers or parents) from a dyslexia school in Bandung. From the conducted survey, it can be inferred that the method is integrated well since all respondents agree that Leady can help dyslexic students to learn how to read. Most of them agree that the used method in Leady is suitable for dyslexic students.


Author(s):  
Alfian Nara Weking ◽  
Suyoto Suyoto ◽  
Albertus Joko Santoso

Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channelled so that the preservation of traditional Indonesian food is maintained.


Author(s):  
Muhammad Ardan Maulana ◽  
Yudianto Sujana ◽  
Aris Budianto

<p>Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.</p>


Author(s):  
Insih Wilujeng ◽  
Tri Suci Yolanda Putri

This research developed Science, Environment, Technology, Society (SETS) e-module integrated with predict, observe, explain (POE) model on the subject matter of Earth Layer and Its Dynamics for grade VII students. This study aimed to reveal i) the feasibility of the developed e-module for grade VII students, and ii) the practicality of the developed e-module and its dynamics. This is a developmental research adopting the ADDIE model consisting of five stages, i.e.: analysis, design, development, implementation, and evaluation. The subject of the limited test consisted of 15 students of grade VIII.G of Public Junior High School 8 Yogyakarta. The data were collected using a product feasibility assessment sheet for material and media experts, a product practicality assessment sheet for teachers, and a product readability assessment sheet for students. The results show that the developed e-module was feasible to be used according to the material and media experts and the developed e-module is practical according to teachers and students.


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