scholarly journals Learning History Through Augmented Reality

2021 ◽  
Vol 6 (1) ◽  
pp. 14-20
Author(s):  
Bayu Dirgantoro

History has been adapted as a compulsory subject since 1931 alongside math and science. However, learning history in Indonesia could be a challenge since Indonesia placed in the second lowest of literature behaviour. For the past decades, educators have been implementing the term of in class edutainment and gamification. One of the forms of edutainment could be accomplished by Augmented Reality. This project is conducted to provide an alternative learning tool in history learning, especially for elementary school students who tend to have a negative paradigm that learning history means reading textbooks. In addition, the function of Augmented Reality will be beneficial to students and teachers in order to support multiple learning styles without losing its substance as it is based on the K13 curriculum

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ratna Candra Sari ◽  
P.L. Rika Fatimah ◽  
Sariyatul Ilyana ◽  
Hardika Dwi Hermawan

Purpose This study aims to examine financial socialization based on augmented reality (AR) technology for elementary school students, which it is hoped will improve their sharia financial knowledge. Design/methodology/approach The experimental method with pre- and post-test and control groups was used to test the improvement in the young learners’ sharia financial knowledge. This study used AR for sharia financial socialization on elementary school students and focused on sharia’s basic concepts, which include earning money, balanced spending, borrowing, saving, investment, payment methods, financial technology and the concept of protection. Findings This study finds empirical evidence that the treatment group, who received sharia financial socialization via the AR media, increased their sharia financial knowledge to a greater extent than the control group did. Research limitations/implications This study provides encouraging evidence about the potential of sharia financial education for elementary school students using the appropriate learning strategies and media. The weakness in this study is that it was only carried out in one elementary school, with the children of middle- to upper-income parents. Further research should be undertaken at several schools with the children of parents with different income levels. Practical implications A shift in learning styles from verbal or visual to virtual encourages the use of AR-based learning media. Financial concepts can be abstract ones, and AR-based learning media is able to present intangible virtual elements so they become more concrete and tangible. Social implications The global COVID-19 pandemic has affected all aspects. One of the most severe and likely to be multiyear ahead is the financial aspect. Therefore, this research is expected to be a preparation for the younger generation as early as possible to strengthen social benefits in order to improve sharia financial literacy. Originality/value Research into the financial literacy, especially sharia financial literacy aimed at elementary school students, is still very limited. The teaching of financial literacy will be more effective if educators use the appropriate strategies and media. This study used financial socialization strategies and AR learning media that are aligned with the learning styles of young learners.


2018 ◽  
Author(s):  
Muhammadi ◽  
Taufina ◽  
Chandra

This preliminary study aims to collect information about elementary school students’ learning styles and preferences that are useful for developing reading literacy books to strengthenthe socio-cultural values in elementary schools in order to be effective for the School Literacy Movement. This is as based on the fact that there are cases of elementary school students committing violence against their own friends. The development model of reading literacy for elementary school students was Plomp’s model with the steps of preliminary research, prototyping, and assessment. The research findings in the preliminary analysis show that students tend to have less motivation to read due to reading materials which are not interesting enough. The needs analysis results show that elementary school students really like folklore. The folklore to be developed comprises traditional Indonesian folklore spreading throughout the country in every province. It is expected that educational practitioners use a book about folklore in the learning process and the School Literacy Movement. The results of the teaching materials validation show that reading literacy learning materials using folklore are valid and can be tried out.


2021 ◽  
Vol 22 (1) ◽  
pp. 20-32
Author(s):  
Rahmani Rahmani ◽  
Maulidar Maulidar ◽  
Ali Mustadi ◽  
Anwar Senen

Teaching materials are one of the important components needed in the learning process. With the appropriate teaching materials, it is hoped that it can help the smooth running of learning activities. Science is a compulsory subject for elementary school students. Science contains all things related to nature. Teaching materials that have been used in learning activities are teaching materials made by the government. The purpose of this study was to determine the needs of students for context-based teaching materials and creativity to improve the scientific literacy of elementary school students. The research subjects were students from several elementary schools in Peukan Bada District, 25 students were used as the source of interview data. Data were collected using interviews and open questionnaires for students. The research data were analyzed descriptively qualitatively. Based on the research data, it can be concluded that it is necessary to develop context-based teaching materials and creativity. Context and creativity-based teaching materials were chosen because they can facilitate students to learn, both with educators and independently. Context-based teaching materials and creativity are teaching materials that are packaged in a comprehensive and schematic manner. This study is also part of a study on the development of teaching materials on the topic of human and animal organism.


Author(s):  
Petra Langerová

The paper presents current international research studies on foreign language learning styles. The studies apply learning styles questionnaires on university, secondary and elementary school students, including students of a language institute, mostly with the aim of making language instruction more effective, or for identifying learning styles used in a particular skill.


Author(s):  
Azrina, K Et.al

Augmented Reality is a demanding feature that widely embeds in our mobile devices. With the current mobile networks this feature will be increasingly accessible in many areas such as education. The current situation in learning history is boring and unattractive to high school students. In addition, the current history books as well as additional revision books are very textual and contain less pictures.The aim of this paper is to describe the mapping of the different learning styles that the students have employed onto the AR mobile application in learning history. The mapping should facilitate all learning styles so that learning history becomes more interactive and engaging.


2021 ◽  
Vol 3 (1) ◽  
pp. 19-29
Author(s):  
Rr. Fadila Kusumaning Ayu ◽  
Zahrotul Jannah ◽  
Nur Fauziah ◽  
Tri Nadia Ningsih ◽  
Manilaturrohmah Manilaturrohmah ◽  
...  

One of the important branches of science on an international scale is scientific literacy. This study aimed to increase the science literacy knowledge of elementary school students on the material of the solar system. This study uses the ADDIE type Research and Development (R&D) method, starting from analysis, design, development, implementation, and evaluation. Expert testing of a learning product was carried out by users of the Planetarium Glass application, namely grade VI students of SDN Patengteng 2. The results of this media trial on 22 respondents showed 80% effectiveness. This research instrument uses an online questionnaire to users to determine the effectiveness of this learning media. The final result of the Planetarium Glass application media based on augmented reality is an application format that can be used by utilizing an android-based smartphone. This media provides information about the material of the solar system in the form of 3D virtual animation (3 dimensions) accompanied by an explanation of each object in audio form and is equipped with an application usage module. This media is designed to facilitate students' understanding in understanding the material of the solar system effectively and efficiently because students can see directly the material conveyed via the smartphone they use. Learning using the Planetarium Glass application can be used as an alternative learning media in increasing science literacy knowledge of elementary school students, especially in Madura.


2021 ◽  
Author(s):  
Zog Breaneslami Ridhoslaras Prasasti

Saat ini pemanfaatan teknologi informasi mengalami perkembangan pesat. Salah satu contoh yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pengguna dapat menvisualisasikan objek dalam bentuk 3D secara realtime sehingga AR banyak diimplementasikan di berbagai bidang, termasuk bidang pendidikan dan pembelajaran. Penelitian inian ini akan melakukan analisis cara kerja AR sebagai media pembelajaran Aksara Lampung. Hal ini dilakukan dalam upaya menjaga dan memelihara Aksara Lampung sendiri adalah salah satu Rendahnya minat belajar aksara Lampung siswa-siswi SD Sejahtera 4 Bandar Lampung digunakan Game Engine Unity serta Vuforia SDK agar aplikasi yang dibangun menjadi aplikasi berteknologi Augmented Reality (AR) dan menggunakan marker berupa kertas yang apabila diarahkan ke aplikasi akan terdeteksi dapat menampilkan visualisasi objek 3D. Aplikasi ini bermanfaat bagi siswa sekolah dasar yang sedang menempuh pelajaran aksara Lampung. Dari hasil pengujian yang telah dilakukan, dapat disimpulkan bahwa aplikasi yang dibangun mampu menampilkan visualisasi objek 3D serta mampu menarik minat siswa dalam mempelajari aksara Lampung. --- [ Currently, the use of information technology is experiencing rapid development. One example used in the delivery of information is Augmented Reality (AR) technology. Users can visualize objects in 3D in real-time so that AR is widely implemented in various fields, including education and learning. This study will analyze how AR works as a medium for learning Lampung script. This is done in an effort to maintain and maintain the Lampung script itself which is one of the low interest in learning Lampung script in Sejahtera 4 elementary school students Bandar Lampung by using the Unity Game Engine and Vuforia SDK so that the application built becomes Augmented Reality (AR) technology and uses markers in the form of paper that is directed to the application will be detected can display 3D object visualization. This application is useful for elementary school students who are taking Lampung script lessons. From the results of the tests that have been carried out, it can be concluded that the application built is able to display 3D object visualization and is able to attract students' interest in learning Lampung script. ]


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