scholarly journals Developing Education Media of Health Protocol utilizing Live Coloring using Augmented Reality Technology

Author(s):  
Akbar Permana Putra ◽  
Priyanto Priyanto

The objective of the present study is to produce a learning media product of health protocol implementation to children entitled "Awas Ada Virus Corona". This media utilized R&D method and took several steps, namely preliminary research and data collection, research planning, product development, expert validation, product revision and final product. Feasibility testing is carried out by media experts by examining the multimedia construction domain consist of 3 aspects, namely guidance and information, program performance as well as systematic, aesthetic, and design aspects. Furthermore, a filled questionnaire by media experts was used to collect the data needed. Meanwhile, the descriptive statistic was used to analyzed the data gathered. The result of the present study is an application that can be used by children entitled " Awas Ada Virus Corona " as an educational media in implementing 3M of health protocol, namely wearing masks, washing hands, and maintaining a safe distance. The addition of Augmented reality technology with a live coloring feature is added in this application in reading markers to increase children's attractiveness. This augmented reality technology is applied in order to avoid the children only focus on gadgets, so children feel happy in using the familiar media and still interacting with the environment.

2018 ◽  
Vol 24 (1) ◽  
pp. 32-38
Author(s):  
Agus Suryanto ◽  
Diah Ayu Kusumawati ◽  
Ibrahim M. H. Sanhoury

Conventionally, in the learning process teachers usually explain lathe machines using only one unit machine thus the students cannot observe and learn the machine comprehensively. Hence, it is necessary to create learning media based on Augmented Reality technology that can be individually accessed with smartphone devices to facilitate the students in examining the lathe parts in detail with ease. This study discusses the development of Augmented Reality technology based learning media to display parts of the lathe in informative details. This study was categorized as Research and Development. The procedure of the study consisted of several stages including finding potential and problem, literature studies, product development, expert validation, product revisions, product trial, product revision, user response, product revision and final product development. The results showed that the developed learning media was applicable. The percentages of product testing and user response testing were 87.50% and 82% respectively which both were categorized as good.


2019 ◽  
Vol 2 (2) ◽  
pp. 57
Author(s):  
Mahdalena Mahdalena ◽  
Indri Astuti ◽  
Dede Suratman

The main problem in this research is the difficulty of learning media procurement in math, especially on fractional concept material. Many learners have difficulty understanding fractions because learning tends to use a mechanistic way of giving rules directly to be memorized, remembered, and applied so that learners will quickly forget the fractional concepts, and it will be challenging to apply the concept. The results of this research are: (1) multimedia design is carried out through stages such as conducting preliminary research, designing, material collection, initial product development, material expert validation, media expert and design expert, (2) multimedia profile depicted in the storyboard contains the forms of drawings accompanied by explanations or narratives used in the process of producing multimedia programs, so that in the process of producing multimedia programs will be more structured and orderly, (3) students implement multimedia learning with enthusiasm, it looks more enthusiastic learners in the implementation of learning so that learners are more independent and active, and (4 Learning outcomes of learners who use multimedia, this can be seen from the differences in learning results fractional concepts between before learning and after learning to use multimedia.


2020 ◽  
Vol 7 (2) ◽  
pp. 13
Author(s):  
Fadila Meina Luppy ◽  
Rahmad Bustanul Anwar ◽  
Nego Linuhung ◽  
Rina Agustina ◽  
Dwi Rahmawati

Tujuan penelitian pengembangan ini adalah menghasilkan produk berupa media pembelajarn berbasis animasi menggunakan construct 2 yang “layak” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo dan menghasilkan produk yang “praktis” digunakan sebagai media pembelajaran untuk peserta didik di SMA Negeri 1 Purbolinggo. Model pengembangan yang digunakan sebagai dasar penelitian ini adalah model 4D yang terdiri dari 4 tahap yaitu Define, Design, Development, Disseminate. Instrument pengumpulan data pada pengembangan ini berupa angket validasi ahli dan angket kepraktisan produk. Hasil pengembangan produk berupa media pembelajaran animasi diperoleh analisis materi 89% yang masuk dalam kategori “sangat layak” dan analisis ahli media 90% yang masuk dalam kategori “sangat layak” untuk digunakan pada saat uji coba. Selanjutnya uji coba kelompok kecil dilakukan oleh 10 peserta didik diperoleh 90% yang masuk dalam kategori “sangat praktis” digunakan pada proses pembelajaran. Berdasarkan kriteria yang telah ditetapkan media pembelajaran berbasis animasi pada materi logika yang dikembangkan memenuhi kriteria layak dan praktis. Kata kunci: Pengembangan, media pembelajaran, berbasis animasi, Construct 2, logika. Abstract The purpose of this development research is to produce a product in the form of an animation-based learning media using construct 2 that is “feasible” to bw used as learning medium for students in SMA Negesi 1 Purbolinggo and to produce pruducts that are “practical” used as a learning medium for students at SMA Negeri 1 Purbolinggo. The development model used as the basid of this research is the 4D model which consists of 4 stages, namely Define, Design, Development, Disseminate. Data collection instruments in this development were expert validation questionnaire and product practicality questionnaire. The results of product development in the form of instructional media animation obtained 89% of material analysis included in the “very feasible” category and 90% of media expert analysis included in the “very feasible” category for use at the time of the trial. Furthermore, small group trials conducted by ten students obtained 90% which fall into the “very practical” ctegory used in the learning process. Based learning media on logic material that is developed it meets the feasible and practical criteria.


1999 ◽  
Author(s):  
S. Agarwal ◽  
C. P. Huang ◽  
F. W. Liou ◽  
O. R. Mitchell

Abstract The aim of this paper is develop a framework for a system for collaborative product development using Internet and augmented reality technology. The system allows fruitful interaction between experts at geographically dispersed locations through a flexible environment for sharing of information which could be in the form of live video, computer-aided design, audio, textual or conceptual. This system will provide a new paradigm for flexible interaction between the vendors and/or the domain experts at different stages of the product development cycle in order to reduce turn-around time. Also the system can be used in the classroom as a demonstration tool or in distance learning environment to introduce the concept of distributed collaborative engineering to students.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


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