scholarly journals Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality

Author(s):  
Muhamad Albir Damara ◽  
Kustiono Kustiono ◽  
Sukirman Sukirman

Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords:  Augmented reality; educational technology; exibhition; research & development; virtual media

2021 ◽  
Vol 4 (2) ◽  
pp. 121
Author(s):  
Hastuti Agussalim ◽  
Muharram Muharram ◽  
Muhammad Danial

This study is a development research that aims to develop and produce learning module in the form of comics based on augmented reality in Chemical Bonds learning subject. The development model used in the study refers to the 4D development model by Thiagarajan et al. The limited trial of this learning module was conducted at UPT SMAN 11 Pinrang. The results of the study reveal that (1) the development process of learning module employed the 4-D model which included 4 stages, namely (a) defining (define), (b) design, (c) development (develop), and (d) disseminating (disseminate), (2) the learning module is valid, effective, and practical. The validity of the module by the material experts obtained moderate validity and by the media experts obtained high validity categories. Limited field trials to 33 students of class X MIPA 1 obtained 81% class completeness after using the module. The learning motivation after using the module obtained an average score of 86 which was higher than before using the module which was 75. The effectiveness of learning module was also obtained by comparing the learning motivation of students based on the paired sample t-test with a significance p value smaller than α (0.00 < 0.05). The responses of students and teachers to the learning module developed also obtained a very practical category so that the media is confirmed to be practical.


Jurnal PenSil ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 24-30
Author(s):  
Gilang Mawardi ◽  
Tuti Iriani ◽  
Daryati Daryati

This research is a type of research and development that aims to produce products in the form of multimedia powerpoint-based learning media in Learning Competency courses. This development research is a Research and Development research method with the 4D (four-D) model. This research is basically done through four main stages, namely define process, design process, develop process, and disseminate process. However, the research only reaches the stage of the development process. This study uses a questionnaire as a tool to test the feasibility of the media through the validation of media experts and material experts. The results of development are multimedia powerpoint-based learning media products. Assessments by material expert lecturers get scores 4,27 categorized as "Very Good". An assessment by a media expert lecturer got a score of 3.31 which was categorized as "Quite Good". The results of the average assessment from material and media experts get the value "3,79" means that multimedia-based learning media is categorized as "Good.".


2017 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Rika Dewi Indriyani ◽  
Tiwan Tiwan ◽  
Dwi Rahdiyanta

This research aimed to design and assess the feasibility of Adobe Flash aided learning media for CNC Turning subject, specifically for the coordinate system topic. The research was a research and development study using the Four-D models of development. Four-D model consists of 4 steps, namely define, design, develop, and disseminate. The instrument being used on this research was closed questionnaires with 4 choices Likert scale. The questionnaires were validated by expert evaluation. Data were collected from the 32 respondents. Data, which were quantitative and qualitative, were analyzed using descriptive analysis technique. The result shows that the learning media meets the teachers’ and students’ needs and expectation. For the feasibility level, the contents expert gave an average score of 3.37 which can be categorized as “very good”. The expert in media gave an average score of 3.45 which is in the “very good” category. The Teacher of the respective subject gave an average score of 3.38 and is categorized as “very good”. Students respond well with a score of 3.47 were given, which can be categorized as “very good”. Tujuan penelitian ini adalah merancang media pembelajaran berbantuan adobe flash untuk mata pelajaran CNC Turning dengan sistem koordinat. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan Four-D Models yang terdiri dari 4 tahap yaitu define, design, develop, dan disseminate. Instrumen yang digunakan berupa angket dengan skala Likert 4 pilihan jawaban. Angket divalidasi oleh ahli evaluasi. Pengambilan data dilakukan kepada 32 responden. Data kualitatif dan kuantitatif yang diperoleh dianalisis menggunakan teknik analisis deskriptif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan telah disesuaikan dengan kebutuhan dan tuntutan dari guru dan siswa. Tingkat kelayakan media pembelajaran menurut ahli materi mendapatkan rerata nilai sebesar 3,37 dengan kategori “sangat baik”. Hasil validasi ahli media memperoleh rerata nilai sebesar 3,45 dengan kategori “sangat baik”. Hasil validasi guru pengampu memperoleh rerata nilai sebesar 3,38 dengan kategori “sangat baik”. Berdasarkan penilaian respon siswa diperoleh rerata sebesar 3,47 dengan kategori “sangat baik”.


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


Author(s):  
Elva Yasmi Amran ◽  
Erviyenni ◽  
Sri Wilda Albeta ◽  
Ratih Nurbintari

Penelitian ini dilakukan untuk menghasilkan LKPD berbasis learning cycle 5-e pada pokok bahasan laju reaksi yang valid berdasarkan kelayakan isi, kebahasaan, kegrafisan, dan penyajian. Penelitian dilakukan dengan metode penelitian dan pengembangan R and D (Research and Development) dengan model 4-D.  Instrumen pengumpulan data pada penelitian ini adalah lembar validasi dan angket respon guru serta angket respon peserta didik. LKPD yang telah dikembangkan divalidasi oleh 2 orang validator yaitu dosen Pendidikan Kimia FKIP UR, kemudian diuji coba kepada guru dan 30 peserta didik dari dua sekolah di pekanbaru. Skor rata-rata validasi aspek kelayakan isi, kebahasaan, kegrafisan, dan penyajian terhadap LKPD yang dikembangkan masing-masing adalah  95,83%, 87,5%, 97,5%, dan 87,5% dengan rata-rata keseluruhan 92,08% (valid). Sementara dari uji coba terbatas pada guru dan peserta didik melalui angket diperoleh skor rerata guru 84,9% dan skor peserta didik 88,8% dengan kategori layak.   The purpose of this research has been to produce LKPD based on learning cycle 5-e on the subject of valid reaction rate based on feasibility of content, language, kegrafisan, and presentation. Research is done by research and development research and development (R and D) with 4-D model. Instrument of data collection in this research is validation sheet and questionnaire response teacher and learners. The LKPD that has been developed is validated by 2 validators namely the lecturer of Chemistry Education FKIP UR, then tested to the teacher and 30 students from two schools in Pekanbaru. The average scores of validation of feasibility aspects of content, language, kegrafisan, and presentation of LKPD developed were 95.83%, 87.5%, 97.5%, and 87.5%, respectively, with an overall average of 92, 08% (valid). While the trial is limited to teachers and learners through the questionnaire obtained the average score of teachers 84.9% and 88.8% of learner score with decent categories.


Author(s):  
Tiara Adi Pratiwi

<p>This research aims to produce students’ worksheet based on local wisdom for first grade on theme my hobbies subtheme love in doing sports&amp; singing and dancing of  SDN Utama 1 Tarakan. This research was <em>Research and Development</em>  with adopt procedure from Borg and Gall which is potential and problem, gather information, product design, design validation, the revised design, product testing, product revision, testing usage, and product revision. This result showed that : (a) student worksheet included in the category of valid from aspect content and material with average score 4,44 category very good, aspect language with average score 4 category good, and aspect desain with average score 4,04 category very good (b) student worksheet included in the category of practic with average score 3,83 category good (c) student worksheet included in the category effective from aspect observation student activity with average score 3,45 category good, aspect student respons with average score 4,32 category very good, and aspect of  students learning outcomes with average score 4,74 category very good.</p><p> </p><strong>Keyword:</strong> <em>Student Worksheet, Local Culture</em>


2021 ◽  
Vol 13 (3) ◽  
pp. 1786-1798
Author(s):  
M.Jaya Adi Putra ◽  
Mauliatun Nisa

The purpose of this study was to examine the validity of the development of the game of Monopoly on hydrospheric science learning in grade V Elementary School. Research and Development (RD) research is used in this type of research. The Four-D model describes the research and development process, consisting of four stages: defining, designing, developing, and distributing. The study took place in Pekanbaru in the 2020/2021 academic year with four fifth grade private elementary school students. The Four-D model in this development research is only up to the development stage. The purpose of this research is to develop a product and validate by the validator then test individually. We were collecting data using a Likert scale instrument. Physical aspects, usage aspects, image aspects, colour aspects, writing aspects, and functional aspects obtained an average score of 97.78%, categorized as very valid in the assessment carried out by media expert validators. The assessment results carried out by the material expert validator consisted of the content/material aspect, and the learning aspect resulted in an average score of 90%, which indicated both were very valid. The average individual test evaluation results were 97.78%, categorized as very good. Monopoly game media was declared valid for grade V Elementary School science learning based on data analysis by media experts, material experts, and individual trials.


2017 ◽  
Vol 2 (1) ◽  
Author(s):  
Meuthia Kartika Putri ◽  
Erviyenni Erviyenni ◽  
Sri Haryati ◽  
R. Usman Rery ◽  
Susilawati Susilawati

The objective of this research was to develop the student’s activity sheet as support the implementation. This research used a research and development Research and Development (R & D) with 4-D model of development that includes Definition, Design, Develop and Disseminate. Research and development conducted in the Laboratory of the Department of Study Program of Chemistry Education PMIPA the Faculty of Teacher Training and Education University of Riau. The object of this research was the students’ activity paper based on the problem solving. The data analysis techniques used in the study was descriptive statistical analysis, by calculating the percentage of validation value. The average score of the five aspects of student’s activity sheet by validator’s team, such as the content properness, presentation, didactic, construction (linguistic) and technical (graphical) respectively has a value of eligibility 89.58%, 93.75%,90, 96.67% and 89.5%, totality score validation is 91.9% meaning the student’s activity sheet developed (LKPD Developed) is proper be use in chemistry learning.Key Words: Student Activity Sheet, Problem Solving, Ksp


2015 ◽  
Vol 3 (2) ◽  
pp. 25
Author(s):  
Riyanto Riyanto

<p>This study uses research and development (Research and Development <br />/ R &amp; D) method. Model development of instructional media used is a<br />Development model consisting of ten steps, but in this study only comprises<br />eight steps, namely: potential and problems, information gathering, product<br />design, design validation, the revised design, product testing, product revision,<br />and the final product.  Based on the results of the validation interactive module Genetics by matter experts and media experts shows that genetics interactive module is feasible used with a percentage of the average score of 90%. Based on the<br />results of the validation interactive CD genetics by material experts showed<br />that the decent used by a score of 96% while the results validator of media<br />experts with regard to the feasibility of an interactive CD genetics show that<br />decent used is by a score of 88% and an average rate of eligibility Interactive<br />CD showed that the decent genetics used is 92%, this indicates that the<br />interactive CD genetics can be applied in small scale to see the effectiveness of<br />the implementation of this genetic interactive CD.  Based on the results of a small-scale trial Genetics interactive module effectively used by students seen from the kognitive learning outcomes reached 85.3% and students' understanding of concepts of 87.2%.Based on the research results, it can be concluded that genetics developed interactive module gets adequate assessment of experts, as well as the effective use of learning by students of class XII, SMA Islam Batu with kognitive learning outcomes<br />reached 85.3% and students' understanding of concepts of 87.2%.</p>


2019 ◽  
Vol 8 (1) ◽  
pp. 105
Author(s):  
Ira Syafrina ◽  
Weni Nelmira

AbstrakPenelitian ini dilatar belakangi untuk mengatasi permasalahan mahasiswa dalam perkuliahan Sulaman pada materi membuat sulaman timbul, dimana masih terbatasnya referensi mengenai materi Membuat Sulaman Timbul. Tujuan dari penelitian ini untuk menghasilkan media pembelajaran berupa bahan ajar yang valid dan praktis. Penelitian ini merupakan penelitian Research and Development (R&D). Prosedur penelitian menggunakan model 4-D yang terdiri dari tahap pendefenisian (Define), tahap perancangan (Design), tahap pengembangan (Develop) dan tahap (Disseminate). Namun dalam penelitian ini desseminate tidak digunakan karena mengingat keterbatasan peneliti. Data diperoleh dari uji validitas, uji praktikalitas dosen pembina mata kuliah, uji praktikalitas kelompok kecil dan uji praktikalitas kelompok besar. Validator terdiri atas validasi media dan validasi materi yang berjumlah 4 orang. Berdasarkan hasil uji validitas bahan ajar Sulaman diperoleh skor rata-rata 4,35 dengan kategori sangat valid. Selanjutnya dari hasil uji praktikalitas diperoleh skor 85% dengan kategori sangat praktis. Maka dapat disimpulkan bahwa bahan ajar  ini layak digunakan sebagai media pembelajaran sulaman timbul.  Kata Kunci: bahan, ajar, sulaman, timbul.AbstractThis research aims to solve the problems of students lectures of embroidery on embroidered embroidery material. There are still limited references to the material of Making Embossed Embroideries. The purpose of this study is to produce learning media that contain valid and practical teaching materials. This research is a Research and Development (R & D) research. The research procedure uses a 4-D model consisting of defining (definition), per-design, development design, and development (dissemination). But in this study, it was not used as a consideration for research. Data were obtained from validity tests, practicality tests of lecturer advisors, small group practicality tests and large group practicality tests. The validator consists of media validation and material validation collected by 4 people. Based on the results of the validity test of Sulaman teaching materials obtained an average score of 4.35 with a very valid category. Furthermore, from the practicality test results obtained a score of 85% with a very practical category. It can be concluded that teaching materials are suitable to be used as embroidery learning media arise.Keywords: teaching, materials, embossed, embroideries. 


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