scholarly journals Development of Augmented Reality Technology Based Learning Media of Lathe Machines

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.

2021 ◽  
Vol 35 (2) ◽  
pp. 130-139
Author(s):  
Trisniawati Trisniawati ◽  
Arina Aulia Niswatul Muniroh ◽  
Retno Utaminingsih

This research aimed to produced an interactive powerpoint as the proper media in thematic learning process for five graders. Proper means this research able to produce a product that can be used in the thematic learning process for five graders. The resulting product aimed to make a flexible learning media. This research was a kind of research and development based on the model developed by Borg and Gall. This research was done by steps: preliminary studies, planning, development of draft media product, validation, one on one trials, small group trials, revision II. The developed media was validated by a material expert and a media expert before conducted direct trials at school. Subject of this research was SD N Trenten 2, Candimulyo, Magelang Regency, Jawa Tengah. The trials were conducted to a teacher for one on one trials, and to four students for the small group trials. Instruments used to collect data were unstructured observation, unstructured interview, and questionnaire (material expert validation, media expert validation, and product trial questionnaire). The result of this research shows that material expert validation gets 4,38 belongs to the very good category. The result of media expert validation gets 3,56 belongs to the good category. The result of one on one trials gets 4,17 belongs to the good category. The result of small group trials gets 4,23 belongs to the very good category. Based on those results, thematic learning interactive powerpoint which is packaged in the form of an interactive CD proper to be used in the subtheme 1 theme 5 thematic learning process for five graders


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.


2020 ◽  
Vol 4 (3) ◽  
pp. 233
Author(s):  
Elyta Apriliani ◽  
Ana Nurhasanah ◽  
Zerri Rahman Hakim

In the learning process in the classroom, students often find it difficult to understand the material being taught because the use of learning media is not optimal. This study aims to develop pop-up book learning media and to determine the feasibility of the developed pop-up book learning media. The type of research used is Research and Development (R&D) with research and development procedures from Borg and Gall. The instrument used was a questionnaire sheet for expert validation and student responses. Based on the data analysis, the material expert's assessment was 95.6% in the "Very Good" category; the linguist's assessment of 87.5% is categorized as "Very Good"; the media expert's assessment of 94.3% is categorized as "Very Good" and the assessment of the response of students in class IV SD Negeri Secang by 99% is categorized as "Very Good". So that the pop-up book meets the criteria to be used as a learning medium.


Author(s):  
Ulvy Shellyana Arifin ◽  
Hanin Niswatul Fauziyah

The research was intended to develop the worksheet  based on socioscientific issues that test expedibility, practical and effective in development the ability to think analytically of learners. The research site was conducted at SMPN 4 Ponorogo. The research method used research and development, with implementing research model of brog and gall. The research tools used were expert validation analysis sheets, assessments response and so on are used to test analytical thinking. And then the data treated was analyzed quantitatively as well as descriptive. Research results suggested that the product was worthy of using in the learning process. The product was also practical and effective in using to improve the ability of student analytical thought


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 3 (9) ◽  
pp. 720-729
Author(s):  
Muhammad Rifqi Mafatikhul Huda ◽  
Ari Wibowo Kurniawan

Abstract: Learning media is a means used to improve the learning process, the delivery of material content by educators to students by using assistive devices. The purpose of this research is to develop learning media for variations of badminton games for KKG PJOK elementary school teachers for grade IV which is packaged in an attractive way in the form of an articulate storyline application 3. The method used in this study uses the Lee and Owen research and development model, by following 5 procedures. stages. The results of data analysis showed that 91 percent of media experts, 75 percent of PJOK experts, 75 percent of learning experts, 95 percent of game experts, and 95 percent of badminton experts stated that the product was good. The results of the overall product trial involved 33 KKG teachers with 8 percentages of small group trials (81.3 percent) and 25 percentages of large group trials (82.1 percent). Based on these data, it can be concluded that this product is valid and suitable for use by PJOK teachers at SD Sananwetan District, Blitar City. Abstrak: Media pembelajaran merupakan sarana yang digunakan untuk menyempurnakan proses pembelajaran, penyampaian isi materi oleh pendidik kepada peserta didik dengan menggunakan alat bantu. Tujuan dari penelitian ini adalah untuk mengembangkan media pembelajaran variasi permainan bulutangkis untuk guru KKG PJOK SD kelas IV yang dikemas secara menarik dalam bentuk aplikasi articulate storyline 3.  Metode yang digunakan dalam penelitian ini menggunakan model pengembangan research and development Lee and Owen, dengan mengikuti 5 prosedur tahapan. Diperoleh hasil analisis data yang menunjukkan 91 persen ahli media, 75 persen ahli PJOK, 75 persen ahli pembelajaran, 95 persen ahli permainan, 95 persen ahli bulutangkis menyatakan bahwa produk baik. Hasil uji coba keseluruhan produk melibatkan 33 guru KKG dengan pembagian uji coba kelompok kecil 8 persentase (81,3 persen) dan uji coba kelompok besar 25 persentase (82,1 persen).  Berdasarkan data tersebut dapat disimpulkan bahwa produk ini valid dan layak digunakan oleh guru PJOK SD Kecamatan Sananwetan Kota Blitar.


2020 ◽  
Vol 7 (2) ◽  
pp. 28-33
Author(s):  
Vindi Putri Ardiyana

ABSTRAK Penelitian ini bertujuan untuk (1) mendeskripsikan karakteristik kebutuhan guru dan siswa terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur untuk pembelajaran bahasa Jawa di SMP Kota Semarang,  (2) membuat prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur, dan (3) mendeskripsikan hasil validasi ahli mengenai prototipe buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Penelitian ini menggunakan metode penelitian pengembangan (Research and Development) dengan tahapan yaitu (1) potensi dan masalah, (2) pengumpulan data, (3) desain produk, (4) validasi desain, dan (5) revisi desain. Data pada penelitian ini adalah amanat dari Serat Wulangreh Pupuh Pangkur dan kebutuhan terhadap buku cerita bergambar berbasis Serat Wulangreh Pupuh Pangkur. Sumber data dari penelitian ini adalah Serat Wulangreh Pupuh Pangkur, guru dan siswa. Teknik pengumpulan data menggunakan wawancara dan penyebaran angket. Analisis data pada penelitian ini adalah deskriptif kualitatif. Penelitian ini menghasilkan buku cerita bergambar berjudul Sinau Wulangreh Pupuh Pangkur. Setelah buku tersebut disusun, selanjutnya dilakukan uji validasi oleh ahli materi dan ahli media untuk mendapatkan saran dan perbaikan buku. Saran dan perbaikan dari ahli mencakup aspek materi, penyajian dan kegrafikaan.  Kata Kunci : buku cerita bergambar, Serat Wulangreh Pupuh Pangkur, pengembangan.   ABSTRACK The aims of this research are to (1) describe the characteristics of teachers and students’ need to a picture book with Serat Wulangreh Pupuh Pangkur base for Javanese Language learning process in SMP Kota Semarang, (2) to make a picture book prototype with Serat Wulangreh Pupuh base, and (3) describe the expert validation outcome about a picture book prototype with Serat Wulangreh Pupuh Pangkur base. This research uses research and development. The research stages were potential and problems, data collection, product design, design validation and design revisions. The data in this study are mandated by Serat Wulangreh Pupuh Pangkur and the need for a picture book based on Serat Wulangreh Pupuh Pangkur. Sources of data from this study are Serat Wulangreh Pupuh Pangkur, teachers and students. The technique of collecting data uses interviews and questionnaires. Data analysis in this study is descriptive qualitative. This research produces a picture book entitled Sinau Wulangreh Pupuh Pangkur as teachers and students’ need. After this book is created, there would be a validity test by the material and media experts to have suggestion and revision. The scope of suggestion and revision by the experts are material, serving, and graphics. Keywords: a picture book, Serat Wulangreh Pupuh Pangkur, development.


GeoEco ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 115
Author(s):  
Singgih Prihadi

<p>The research was distributed by the demands of professional teachers in carrying out the mandate to develop and implement creative and productive learning involving learners as well as their role actively. The learning process that facilitates the needs of learners and of innovative designed will be able to create an atmosphere of learning fun and meaningful for learners. Especially for geography teachers who want to create a geography learning with fun and meaningful then must master the application of model-based learning environment. This initial research is the study of the introduction in the form of needs analysis in the development of a prototype model of learning geography-based environment for creating school fun. Needs analysis is done to strengthen basic product development model so that the expected results have great benefits for teachers. In the needs analysis will be known the level of understanding of the geography teacher in Surakarta City against the application of the model of learning geography-based environment. This learning model of product development done because of early observations of known low learning motivation of the learners follow learning geography in school.</p><p>The research method used was Research and Development version of the Borg and Gall. Phases of this research is the first step of the model of Research and Development. At this stage of the preliminary study it, researchers attempted to dig in depth about the perception, skill, and the suitability of the curriculum learning focussed experiences related to the geography-based environment for creating school fun. Engineering data collection done by interview and Focus Group Discussion (FGD) and geography teachers in the city of Surakarta.</p><p>From research conducted, produced conclusions that: 1) the perception of teachers in understanding the concept of geography-based learning model development environment is already good enough. Teachers describe teaching experience by leveraging the model-based learning environment. 2) teacher skills in teaching using model-based geography learning environment is already quite good, though there is still that have not been put into practice appropriate procedures systematically. This has an impact on the learning process becomes not interesting for learners. 3) Utilizing the geography learning resource in the form of an environment capable of answering the demands of the scientific approach to skills achievement Curriculum on 2013.</p><p> </p>


2020 ◽  
Vol 5 (2) ◽  
pp. 91-98
Author(s):  
Edi Wiyono ◽  
P.M Labulan ◽  
Muhammad Siddik

The ability of teachers to create an atmosphere of learning that is conducive, effective and fun is one part of the professional competence of educators. The use of student worksheets in the teaching and learning process is one of the main choices for a teacher in arousing interest, motivation and stimulation of learning activities. The aim of this research is to produce a Worksheet product for the Themes of the Environment Around Us, the Human Themes and the 5th grade elementary school environment that are suitable for use in the learning process. The type of this research uses research and development methods or commonly referred to as research and development. This study uses the Borg and Gall development research procedure which consists of nine steps namely, gathering initial information, planning, developing initial product formats, initial trials, product revisions, field trials, product revisions, field trials, and final product revisions. The results showed that the Worksheet Product Students Environmental Themes Around Us Sub Themes Human and Environmental grade V SD used had very good eligibility. This finding is supported by field facts where the material expert validation obtained a score of 90.00%, the media expert validation obtained 92.63%, the linguist validation was 92.7%, the student questionnaire assessment on the field test was 92.4%, and the mean score was The average daily test for students increased by 12.50% from 71.96 to 84.46.


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