scholarly journals Visualisasi Letak Geografis Provinsi Di Indonesia Berbasis Augmented Reality Untuk Siswa SD

2021 ◽  
Vol 6 (1) ◽  
pp. 12
Author(s):  
Suharsono Bantun ◽  
Jayanti Yusmah Sari ◽  
Qammaddin Qammaddin ◽  
Rahmat Karim

The learning implementation in the subject of ¬social science¬, especially the topic of Indonesia's geographical location at SD Negeri 99 Pongrakka is still carried out in a classical way, namely using the lecture method with learning media in the form of depictions on the blackboard or just observing pictures through textbooks. These methods make the learning process less interesting and seem passive because there is no direct interaction between the topic and the students. To create interactive learning, we propose the development of learning media by utilizing Augmented Reality technology. The system proposed in this study can display the geographical location of the province in 3 dimensions by means of the user pointing the marker at the camera then the camera detects the marker and the object will be displayed directly on the monitor screen according to the marker used. After testing the system based on the Software Requirement Specification, it was able to be concluded that the application of visualizing the geographical location of the province based on Augmented Reality could not only make learning more interactive but also more interesting, so that it could be used as an option for learning methods.

2021 ◽  
Vol 13 (11) ◽  
pp. 5851
Author(s):  
Damla Karagozlu

As the COVID-19 epidemic caused new requirements in education, the use of various technologies and materials in science education has gained more importance for sustainability. Among other objectives, the subject of science aims to help students gain skills such as identifying problems, doing research, forming hypotheses, completing experiments, conducting analyses, and reporting the findings. Some of the problems experienced in science education are caused by the lack of tools and equipment. Through augmented reality (AR), a developing technology that is also used in the field of education, a digital layer is superimposed over authentic world images. The main aim of this study is to determine the views of students and teachers regarding augmented reality content developed for science education. The study group consists of 80 seventh-grade students and 4 science teachers. The study adopted a qualitative data collection method so the researchers developed and used semi-structured interview forms for the students and the teachers during the interviews. Both the students and the teachers reported the positive effects of AR practices on improving the understanding of science topics, offering a visual topic introduction, and contributing to the in-class interaction during class hours.


2017 ◽  
Vol 2017 ◽  
pp. 1-13
Author(s):  
Wernhuar Tarng ◽  
Jiong-Kai Pan ◽  
Chiu-Pin Lin

This study combines the augmented reality technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to develop a motion sensing and automatic positioning universal planisphere. It can create local star charts according to the current date, time, and position and help users locate constellations on the planisphere easily through motion sensing operation. By holding the mobile device towards the target constellation in the sky, the azimuth and elevation angles are obtained automatically for mapping to its correct position on the star chart. The proposed system combines observational activities with physical operation and spatial cognition for developing correct astronomical concepts, thus making learning more effective. It contains a built-in 3D virtual starry sky to enable observation in classroom for supporting teaching applications. The learning process can be shortened by setting varying observation date, time, and latitude. Therefore, it is a useful tool for astronomy education.


Author(s):  
Hendra Pradibta

Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process


2021 ◽  
Vol 1 (1) ◽  
pp. 1-9
Author(s):  
Radiqdiyan Radiqdiyan ◽  
Ardian Arief

Purpose of this research is to improve student's Social ability using cooperative learning type of jigsaw in studying Social class 5 gedongtengen elementary school Yogyakarta. The subject of this research is take from one class students in grade fifth which is consisten of 29 students. Data taking technique using observation, questionnare, and documentation. Average score of questionnaire in Social ability is 69%. After completition of cycle 1, average score improve and become 75%. In the second cycle questionnaire having a improvement 83%. Results of this research showing that learning process of social science having a improvement after implement of JIGSAW model of cooperative learning.


2017 ◽  
Vol 6 (2) ◽  
pp. 512
Author(s):  
Noviar Noviar

The background of this study is caused by the learning process is still centered on the teacher with the dominant use of lecture method, so that students are less motivated in the learning process, students are less enthusiastic and not actively asked in the delivery of learning materials. This study aims to improve teacher skills and student activities so as to improve learning outcomes PAI students class VA SDN 015 Buluh Kasap Dumai Timur using STAD type cooperative learning model. This research is a classroom action research conducted in two cycles, this research was conducted in April 2014, the subject of this research is the students of VA SDN 015 Buluh Kasap Dumai Timur class with 25 people consist of male students 11 Persons and female students 14 Persons. Measuring tools used are teacher activity, student activity, learning outcomes, and mastery learning. The results showed that the average of teacher activity in the first cycle was 70.92% (Good). In the second cycle is 70.92% (Good). In the second cycle is 79.48% (Good). The average learning outcome in the first cycle was 56.92% (Enough). In the second cycle is 73.84% (good). Based on the results of the study can be collected that STAD type cooperative learning model can improve learning outcomes of PAI in students.


2020 ◽  
Vol 4 (3) ◽  
pp. 503
Author(s):  
Mochammad Machlul Alamin ◽  
Hendrawan Armanto ◽  
Indra Maryati

Logic Gate is one of the materials in the subject of Computer Systems at the level of SMK in class X. However, until now the learning media only uses textbooks, power point slides and manual simulations using blackboards. While the material about logic gates is very difficult if it is not directly simulated because it is directly related to the interaction of inputs and outputs at each logic gate. During the use of textbooks and manual simulation media students find it difficult to understand the material about this logic gate. The advantage of learning that utilizes augmented reality is an attractive display and displays 3D logic gate objects and input buttons that can be used to interact directly and the output is also in the form of 3D lamp objects, with this augmented reality technology will be very helpful and useful for simulating the gate logic is directly and easily understood by students. 3D logic gate animations are created using the 3D Blender application and the Augmented Reality process is created using the Unity and Vuforia SDK Library. This logic gate learning application has been applied to two classes, namely the control class and the experimental class. From the results of the Pre Test and Post Test that have been done, the control class has a 22.0% increase in percentage, while the experimental class has a 33.4% increase in percentage. Thus the learning application that utilizes Augmented Reality technology can be applied as a medium for learning logic gates at the vocational level of class X


2020 ◽  
Vol 14 (2) ◽  
pp. 9-18
Author(s):  
Ioan – David Legman ◽  
Manuela Rozalia Gabor

Abstract Augmented Reality (AR) is a current, sustainable, efficient, and promising tool that will make an essential contribution to the development of the Industry 4.0 revolution. AR technology fully and effectively responds to the current extended digital age, in the last year and in the field of education, of learning at all levels. The applicability of AR technology is varied and complex: retail interior design, health, industry, logistics, etc. This paper show the applicability of AR technology in the learning process, from the perspective of the Industry 4.0 concept, highlighting the sustainable and efficient aspects on the economic performance and not only of the companies. The main conclusion of this research is that the use of modern digital technology (AR and VR) in learning in various fields, including education, must be based on the principles of ROI (Return on Investments) and SROI (Social Return on Investments).


AL MURABBI ◽  
2020 ◽  
Vol 5 (2) ◽  
pp. 8-16
Author(s):  
Amang Fathurrohman ◽  
Mohammad Yusuf Wijaya ◽  
Endang Tyasmaning Tyasmaning ◽  
Hufron ◽  
Alfian Adi Saputra Saputra ◽  
...  

Islamic Cultural History Lessons have been studied at Madrasah Ibtidaiyah (MI) and Madrasah Tsanawiyah (MTs) in Indonesia. Using a qualitative method, which was sourced from 15 MI and MTs institutions taken randomly in 4 sub-districts in Pasuruan Regency. The results of this study indicate that many Islamic Cultural History Lessons Teachers still use lecture and discussion methods. Media often used are books and student worksheets. Teachers' problems in teaching media and learning facilities are limited, especially the availability of LCDs and access to Islamic History videos that are relevant to the subject matter. The learning process that relies heavily on the lecture method has implications for students who are bored and have difficulty understanding Islamic Cultural History subject matter. The solutions used include reviewing it repeatedly, providing motivation and innovating learning about Islamic Cultural History


2020 ◽  
Vol 1 (2) ◽  
pp. 129-143
Author(s):  
Sister Buulolo ◽  
Nelci Kual ◽  
Rolan Marthin Sina ◽  
Hendro Hariyanto Siburian

Abstract: Online learning is a solution for the implementation of the teaching and learning process in the current pandemic era. In online learning, there are challenges in building the character and spirituality of students. Character and spiritual formation of students is generally done by direct interaction between educators and students in the class. The purpose of this research is to look at learning challenges and provide solutions. The qualitative descriptive method is chosen in this study because the researcher seeks to collect data and understand the meaning of an event or phenomenon that is the subject of observation and occurs in real or in full in the field so that conclusions can be drawn. The results of the study prove that students are hampered in following the online learning process, educators are less creative in utilizing online learning, no learning material can be used as a benchmark for students and educators, and the lack of supporting facilities in the online learning process. Abstrak: Pembelajaran daring (dalam jaringan) menjadi solusi pelaksanaan proses belajar mengajar dimasa pandemi yang melanda dunia masa ini. Dalam pembelajaran daring menemui tantangan dalam pembentukan karakter dan spiritual peserta didik. Pembentukan karakter dan spiritual peserta didik umumnya dilakukan dengan adanya interaksi langsung antara pendidik dan peserta didik di kelas. Tujuan penelitian ini untuk melihat tantangan pembelajaran dan memberikan solusi. Metode deskriptif kualitatif yang dipilih dalam penelitian ini, karena peneliti berupaya mengumpulkan data dan memahami makna dari suatu peristiwa atau fenomena yang menjadi pokok pengamatan serta terjadi secara real maupun secara utuh di lapangan sehingga dapat ditarik kesimpulan. Hasil penelitian membuktikan bahwa peserta didik terhambat dalam mengikuti proses pembelajaran daring, pendidik kurang kreatif dalam memanfaatkan pembelajaran daring, tidak adanya meteri pembelajaran yang dapat menjadi patokan bagi peserta didik dan pendidik serta kurang tersedianya sarana penunjang dalam proses pembelajaran daring.


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


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