scholarly journals Augmented Reality Interactive Learning Model, using the Imagineering Process for the SMART Classroom

TEM Journal ◽  
2021 ◽  
pp. 1404-1417
Author(s):  
Panita Wannapiroon ◽  
Prachyanun Nilsook ◽  
Nutthapat Kaewrattanapat ◽  
Naphong Wannapiroon ◽  
Wera Supa

The objective of this research is to create an augmented reality interactive learning model, using the Imagineering process for the SMART classroom. The overall method is divided into 4 stages: (1) development of the augmented reality interactive learning model; (2) development of using augmented reality learning materials; (3) development of best practices teachers of ICT; and (4) expanding these results with the augmented reality interactive learning model. The target group for the research is 30 excellent tertiary teachers, 20 vocational instructors, 600 vocational students and 900 tertiary students. Qualified experts certified that the interactive learning model developed is at the most appropriate level. The interactive learning material activities consist of four main processes: preparation, prototype teacher development, outreach, and evaluation. The results of evaluation indicate that the quality of creative innovation is at the highest level.

Author(s):  
Tita Mila Mustofani ◽  
Ita Hartinah

This writing aims to help teachers to increase motivation, activity, creativity, and critical thinking of students in solving problems in class. The way to increase student motivation in learning in class is to choose the right learning model with ongoing learning material. One learning model that increases students' creativity and critical thinking in problem solving is a Problem Based Learning (PBL) learning model. To improve students' insights in order to easily solve problems there is a need to do tasks, if students do not do the task then they must accept the agreed upon consequences when making learning contracts, thus modifying the Problem Based Learning (PBL) learning model with task strategies and forced. The results of the modification of learning with the Problem Based Learning (PBL) learning model through forced and forced strategies are expected to improve the learning process so that students become more disciplined and do not waste time doing assignments. The advantages of modifying the Problem Based Learning (PBL) learning model with task and forced learning strategies are increasing student learning motivation, improving the quality of learning, training students' understanding by giving assignments continuously, teaching discipline to students in order to be accountable for tasks assigned, and reducing laziness in students.


2017 ◽  
Vol 5 (2) ◽  
pp. 949
Author(s):  
Karlin Karlin ◽  
Wahono Widodo ◽  
Madlazim Madlazim

This research aims to develop valid, practical, and effective science learning material using project learning model to facilitate creative thinking skills on object motion in junior high school. Design of the development are used follow 4D model desin. The learning kit being validated by experts are syllabus, lesson plan, student work sheet, handout, and creative thinking question. The objective of this research was to trial learning materials in 39 grade VIII students in SMPN 31 Surabaya with One Group Pretest Postes Design. The results were analyzed by descriptive quantitative and qualitative. The result were obtained shows that the developed learning materials are: (1) Validity of learning material valid category (3,58); (2) Practicality based on: a) Feasibility of instruction good category (3,9); b) Readability of worksheets and student’s book students stating that the content and appearance of worksheets and student’s book good category; (3) Effectiveness based on: a) Student’s activities high category (93%); b) Result of creative thinking students increased with medium category (N-Gain: 0,62), result of creative thinking students increased with medium category (N-Gain:0,674) in fluency thinking aspect, result of creative thinking students increased with high category (N-Gain:0,726) in flexible thinking aspect, result of creative thinking students increased with medium category (N-Gain:0,531) in original thinking aspect, and result of creative thinking students increased with medium category (N-Gain:0,530) in elaboration thinking aspect; c)The response of students very positively (92%). The conclusion of this research that science learning material developed base on project learning model valid, practical, and effective to facilitate student’s creative thinking in junior high school. Penelitian ini bertujuan mengembangkan perangkat pembelajaranIPA model proyek yang valid, praktis, dan efektif untuk melatihkan berpikir kreatif siswa SMP materi gerak benda. Rancangan pengembangan yang digunakan mengikuti rancanagn model 4D. Perangkat  pembelajaran yang dikembangkan meliputi Silabus, RPP, Handout siswa, LKP, dan Soal berpikir kreatif. Sasaran penelitian adalah perangkat pembelajaran yang diujicobakan pada 39 siswa kelas VIII SMPN 31 Surabaya dengan rancangan menggunakan One Group Pretest-Postest Design. Hasil penelitian dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil yang diperoleh menunjukkan bahwa perangkat pembelajaran yang dikembangkan dinyatakan: (1) Validitas perangkat kategori valid (3,58); (2) Kepraktisan perangkat yang meliputi: a) Keterlaksanaan baik (3,9); b)Keterbacaan Handout dan LKP baik; (3) Keefektifan perangkat pembelajaran yang meliputi: a) Aktivitas siswa dengan kategori tinggi (93%); b) Hasil berpikir kreatif siswa mengalami peningkatan dengan kategori sedang (N-Gain: 0,62), pada aspek berpikir lancar (fluent) mengalami peningkatan berkategori sedang (N-Gain: 0,674), berpikir luwes (flexible) mengalami peningkatan berkategori tinggi (N-Gain: 0.726), berpikir orisinal (original) mengalami peningkatan berkategori sedang (N-Gain: 0,531), dan berpikir terperinci (elaboration) mengalami peningkatan berkategori sedang (N-Gain: 0,530); c) Respon siswa terhadap perangkat dan model pembelajaran sangat positif (92%). Simpulan penelitian ini bahwa perangkat pembelajaran IPA model proyek valid, praktis, dan efektif untuk melatihkan berpikir kreatif siswa SMP.


2020 ◽  
Author(s):  
Ayu Amelia Aprilia ◽  
Nana

The purpose of this paper is to describe how the effort to reduce misconceptions in Physics learning material using inquiry learning models. This writing is motivated by the large number of students who are still experiencing errors in understanding Physics learning materials. For this reason, efforts need to be made to reduce misconceptions in learning physics. The inquiry learning model can be used to reduce students' misconceptions. The method used in this paper is the study of literature by studying some literature to be analyzed and made conclusions. The results of this paper show that using inquiry learning models in the physics learning process can be a solution to reduce the misconception of material in the classroom. The inquiry learning model is applied to students where when the activity takes place the teacher is only a guide who directs the students then the students actively seek and understand the learning, generating ideas to find solutions in solving existing problems. Learning can increase student activity in the classroom so that not only accept all the material provided by the teacher but actively seek for themselves and there is openness where learning will facilitate the various hypotheses of students that must be proven and its truth openly.


Author(s):  
Jennifer (Jenny) L. Penland ◽  
Kennard Laviers

Of all the technologies emerging today, augmented reality (AR) stands to be one of, if not the, most transformational in the way we teach our students across the spectrum of age groups and subject matter. The authors propose “best practices” that allow the educator to use AR as a tool that will not only teach the processes of a skill but will also encourage students to use AR as a motivational tool that allows them to discover, explore, and perform work beyond what is capable with this revolutionary device. Finally, the authors provide and explore the artificial intelligence (AI) processors behind the technologies driving down cost while driving up the quality of AR and how this new field of computer science is transforming all facets of society and may end up changing pedagogy more profoundly than anything before it.


ASALIBUNA ◽  
2020 ◽  
Vol 3 (2) ◽  
Author(s):  
Ahmad Zubaidi

This study aims to develop a model of Arabic learning based on e-mobile instrumental using the appypie application. The method used in this study is a qualitative type, in which the authors use Contex Analysis as data analysis from primary sources in the form of appypie applications and Arabic learning material in jer letters. After the writer conducted the research, the design of the Arabic learning model based on e-mobile instrumental showed that the researcher tried to create a quality e-mobile that had been designed so that it also had an impact with the creation of quality learning. In addition, the design of e-mobile in Arabic learning based on e-mobile instrumental developed in this study only refers to one topic or one Arabic material as an example, namely the "Jer Letters". E-mobile is presented using the appypie application. Then found the advantages of this learning model are saving time, giving more space in learning, greater motivation in learning Arabic, more encouraging students because of e-mobile based, and saving material. The disadvantages of this Arabic learning model are difficulties for students who do not have internet data packages, need time to check the quality of the existing internet, cannot control students directly, lack of learning evaluation features, and the application is still paid.


Author(s):  
Widodo Dwi Riyanto ◽  
Gunarhadi Gunarhadi

The fact shows that students with learning disability need media of learning mathematics. The purpose of this study was to (1) develop interactive learning multimedia of power point, and (2) examine the effectiveness of power point in mathematics learning. The sample was a group of students in elementary school in Ngawi, East Java, Indonesia, especially those with learning disability. This study was a research and development comprising three stages: preliminary study, product development, and testing the effectiveness of the product. The data were collected through questionnaires, interviews and tests, then analyzed by descriptive qualitative, and t-test was to analize the effect of the product. In the development stage, the result showed that Experts validation is high as indicated by the mean score of 4.50 for the learning material, and the mean score of 4.44 for quality of the multimedia. The trial results showed that the quality of multimedia was very good as indicated by the mean score of 4.32. In term of the effectiveness of the product, the result from the t-test shows an increase of 14.27 (21.88%). This means that the interactive learning multimedia of power point improves the achievement of mathematic learning for students with learning disability in mathematics.


2019 ◽  
Vol 4 (2) ◽  
pp. 97-105
Author(s):  
Basori Basori ◽  
Desy Yanty Cobena

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”. The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.


Author(s):  
Syarifah Rohana ◽  
Andi Syahputra

The teachers are required to be able to adapt and develop their learning model in post-new normal condition at this time, the model should make the students understand the material being taught easier. In addition, teachers must also be able to apply face-to-face (traditional) and non-face-to-face (online) models. Therefore, to solve the problem, there is an appropriate learning model, namely blended learning. This article aims to examine in-depth thinking about the implementation of this learning model with the literature review method. Indeed, the blended learning model is a learning process that utilizes various approaches (i.e., media and technology) both offline and online. moreover, it can improve students’ access in accessing learning materials, enhance their new experiences, improve the quality of learning, and reduce learning costs. As result, this article indicates that a theoretically blended learning model can be a learning model in post-new normal at the school and university, but further research is still needed to examine the effectiveness of blended learning implementation.


2020 ◽  
Vol 4 (1) ◽  
pp. 7
Author(s):  
Gede Sudana Praptono

This research aimed at developing English learning material for food and beverage service in Singaraja Hotel School for D1 program. The research design followed 4D model. The steps of this study were: (1) Define,(2) Design, (3)Develop, and (3)Disseminate. There were two questionnaires employed in the research: (1) Needs analysis questionnaire (2) Expert judgment questionnaire. The materials needed are the English learning materials consisted of various activities and example for food and beverage service course. The activities of the materials were in the form of dialogues, detail explanation, illustration, and additional information related to food and beverage service course. Based on the data process, it was found that the score of the product quality was 256. Based on the criteria made, it can be concluded that the quality of the product was categorized asgood material. It means that the materials can be used in learning process.


2017 ◽  
Vol 1 (1) ◽  
pp. 52
Author(s):  
Yudi Wijanarko

The learning process of Natural Science subject in elementary schools is supposed to implement method, strategy and model which have many variations, so that the ongoing learning process is perceived as something fun by the students; thus, it can enhance their motivation in learning. The selection of the method, strategy and learning model are supposed to be adjusted with the materials which will be delivered in class, with the purpose that there will be no learning material which is missed and in other hand, it has a purpose to trigger the students to be active and feel it fun to learn. The learning model of “make a match” is one of the learning models, which can be used in delivering natural science materials in elementary schools. It is because the learning model “make a match” has characteristic that is close to students’ characteristic that is fond of playing games. Besides, the learning materials of natural science are really close with the students’ life so that the uses of this learning model trigger the students to be more active and make the students perceive that learning natural science subject is fun that subsequently may enhance the competence of the students themselves as it is seen in their score.


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