scholarly journals MEMBANGUN MEDIA PEMBELAJARAN 7 KEAJAIBAN DUNIA BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL KELAS VI

2019 ◽  
Vol 1 (2) ◽  
pp. 60
Author(s):  
Akbar Permana Putra ◽  
Tri Widodo ◽  
Tri Rochmadi

Educational Equity in Indonesia is categorized low, it is approved by decreased amount of facilities used in learning process. There are finded in only particular sectors like city, then in village and minorities have not been got the same right. The using of learning media is so helpful in delivering the material among to the students and can be used as dynamic teaching material so it can help in catching and understanding the material. Augmented reality is one of technological development that can be used in making learning media in android operation system with using marker as object reader such as seven wonders of the world. The using of augmented reality makes the object more factual so it can increase students’s motivation in learning. The method used in making this media is Systems Development Life Cycle method followed as 1) Analysis, 2) Design, 3) Testing, 4) Implementation and 5) Maintenance. Testing in making learning media application seven wonders of the world is applied with using black box testing and media expert, material expert and users’s testing. The testing result presents this media can help teaching learning process with percentage average is 90.37 % got from media expert’s testing in 86,36%, material expert’ testing in 87,5%, and user’s testing in 97,27%. It means this learning media is so practiced.

2020 ◽  
Vol 17 (2) ◽  
pp. 424-431
Author(s):  
Raden Erwin Gunadhi Rahayu ◽  
◽  
Daris Drajat Abdilah

Alat musik tradisional adalah alat musik masyarakat setempat yang dibuat dan diwariskan secara turun-temurun dan berkelanjutan dalam masyarakat suatu daerah. Mereka memberikan peninggalan seperti ini agar kita bisa melestarikannya dan selalu menjaganya supaya tidak hilang ataupun musnah karena pengaruh budaya asing ataupun lainnya. Kegiatan pembelajaran mengenai alat musik tradisional dilakukan di sekolah atau bagi yang kursus dilakukan di sanggar kesenian dan masih menerapkan sistem penyampaian materi langsung ataupun melalui buku sehingga membuat para murid jenuh dalam proses pembelajaranya. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran mengenal alat musik tradisional khusunya jawa barat dengan menggunakan sistem multimedia dan teknologi augmented reality yang dapat menambah minat belajar siswa dan masyarakat umum mengenai alat musik tradisional khas jawa barat. Metode yang digunakan dalam penelitian ini adalah multimedia development life cycle. Pengujian aplikasi menggunakan metode pengujian Alpha dengan Black Box testing dan pengujian betta terhadap kepuasan pengguna. Penelitian ini menghasilkan sebuah aplikasi media pembelajaran mengenal alat musik tradisional Jawa Barat yang dapat diakses secara mobile sehingga siswa dan masyarakat umum dapat belajar dimanapun dan kapanpun dan dengan adanya aplikasi ini maka siswa dapat menambah pengetahuan dan keinginan untuk belajar alat musik tradisional jawa barat.


2017 ◽  
Vol 13 (25) ◽  
pp. 129 ◽  
Author(s):  
Franklin Montecé-Mosquera ◽  
Alexis Verdesoto-Arguello ◽  
Carlos Montecé-Mosquera ◽  
Cesar Caicedo-Camposano

The vertiginous advances in terms of information anda communication technologies mean allow innovative ways to stregthen aspects related to knowledge. With the passing of the last years the Augmented Reality RA has positioned itself as a technology that has approached different environments of society, environments related to advertising, marketing, video games and in education has generated a high impact. Augmented reality is technology that contributes resources to the world, it seeks to determine if the incorporation of technologies contribute an enrichment to the teaching-learning process. Considering the analysis of works related to the theme, the reality may be d efined as that additional information obtained by observation of an environment with the objective to innovate the teaching process by providing a tool that presents the user: interaction, entertainment and motivation learning.


2015 ◽  
Vol 3 (4) ◽  
pp. 512
Author(s):  
Aulia Nastiti ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

History teaching at school needs new methods to improve students' interest in learning history. This is because method that commonly used in schools is where students only listen to what teacher explained. The textbooks used usually only have few illustrations so that students are less interested and easily bored. Based on this problem, A Multimedia Learning Application was built and it is specifically made for Android devices. This application is expected to support the learning process at school. It was built using the Unity Engine. Adobe Illustrator and Adobe Photohop also used to create application's design and illustrations to improve application's interface. Development method used for this application is the Multimedia Development Life Cycle (MDLC). This application was tested using the Black Box Test and the Beta Test. Results from Black Box testing is that all functions in this application has been running properly. Results obtained from Beta testing is that more than 75% of respondents gave positive responses to the application and it can be concluded that Multimedia Learning Application can be used to support the learning process at school.


2020 ◽  
Vol 3 (02) ◽  
pp. 164
Author(s):  
Tati Ernawati ◽  
Endah Rachmawati

Media pembelajaran yang tidak dinamis berdampak kepada efektifitas proses pembelajaran dan pengajaran. Kondisi tersebut mempengaruhi tingkat ketercapaian pemahaman siswa terhadap materi yang diberikan. Alat bantu berbasis multimedia pada proses pembelajaran sudah banyak digunakan di sektor pendidikan untuk membatu proses pembelajaran menjadi lebih baik. Tujuan penelitian ini yaitu membuat media pembelajaran alternatif berbasis animasi pada studi kasus di MA. Cahaya Harapan Cisarua Bandung Barat sebagai solusi meningkatkan pemahaman siswa pada mata pelajaran Geografi bahasan siklus hidrologi. Metodologi yang digunakan adalah Multimedia Development Life Cycle (MDLC). Aplikasi dibuat melalui tahapan desain yaitu pembuatan storyboard, implementasi dan pengujian. Hasil pengujian black box testing mengindikasikan aplikasi dapat berjalan sesuai dengan fungsionalitasnya, sementara hasil uji penerimaan pengguna (user acceptance test) terhadap aplikasi secara keselurahan (87%), tingkat pemahaman siswa terhadap materi hidrologi meningkat (36.87%).


Author(s):  
Yasemin Gulbahar

This chapter introduces the use of electronic portfolios (e-portfolios) as an assessment method in the K-12 classroom. Aligned with the constructivist approach, the term e-portfolio is considered to be an umbrella, actually comprising of various components reflecting both the teaching-learning process and the end products. Having many advantages, the use of e-portfolios is spreading all over the world. This chapter, in which issues such as conceptual underpinnings, possible advantages and challenges, implementation ideas, and content and assessment criteria for e-portfolios are also reviewed, concludes with suggestions for teachers who are interested in implementing e-portfolios into their own subject fields.


Author(s):  
Bisrul Khafid ◽  
Devi Afriyantari Puspa Putri

Pesantren Mahasiswa Internasional KH Mas Mansur (Pesma) has a shuttle facility for everyone who lives there. However, the use of the shuttle is not optimal because the ordering procedure still uses manual techniques. It contrasts with the rapid development of industry 4.0 and the mission of Pesma to get digitalization. This paper describes the effort to improve Pesma shuttle bookings by developing an application. The application is built upon the Android Studio 3.5.1 platform and uses Firebase real-time database. The development method implements the System Development Life Cycle (SDLC), Waterfall. The research results in an application called “Pesma Apps” that can be used by staff and mahasantri. Testing the Pesma apps, we obtained sufficiently good results where the black box testing proves that all functions work well. A usability testing using SUS with 30 respondents produces a good result at the level of 72.6, which suggests that the application is accepted.


Author(s):  
T. K. Tamhankar ◽  
V. I. Pujari ◽  
R. B. Patil

The future of India will be formed in the lecture hall. Whereas India has made great steps in refining the education system but much still remains to be complete. If you see the current situation then you will find that there is a torrent of advanced technology all over the world but our education system is not helping due to the absence of information and information of teachers, students, and the organization. The students have their own limitations, teachers have their owned and the organization is also confessing the fact that the education system is really in a poor form today. The aim of this paper is to skeleton how information technology can help to make an education system that is based on the ideologies of helping teachers, students, and management to be effective in what they do, improving the superiority and significance of teaching-learning process.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-34
Author(s):  
Muhammad Bayu Purnama ◽  
Zayus Rifan Zafarani ◽  
Sapta Nugraha

Malang Rapat is one of the villages which is located in the range of coastal region, Bintan regency, Riau islands Province. Most people in this village do not complete elementary level of education. Only a few graduate from Elementary School, Junior High School and Senior High School. The rate of education and its quality of human resources are very low. This condition is due to the monotonous system of teaching-learning process and lack of facilities and infrastructures. These are the problems that cause low quality of education. This research aims at developing teaching-learning process by applying Augmented Reality-Based Fun Book Technology (Round Table Learning Media) for Teaching-Learning of Coastal Community. This application is to develop knowledge by applying quizzes and games. The result obtained is that this technology is capable for handling the problems of low quality of education with its monotonous system of teaching-learning process.


Author(s):  
Makworo Edwin Obwoge ◽  
Okemwa Stela Kwamboka

<div><p><em>Education systems in the world today are undergoing major shifts in their delivery systems to be able to accommodate shifting demands in the lifestyles of people. ICT has greatly influenced the way institutions operate in reaching and providing services to their clients. Many educational institutions have adapted their situations to meet the work demands and changing trends in education by adopting e-learning as a mechanism to reach the students who may have no time to sit in class due to their nature of work. TVET systems in Africa are slowly and steadily also starting to move towards implementing e-learning in their teaching learning process. This paper gives insight into the potential and situation of e-learning in TVET institutions in developing countries in Africa and points out major recommendations on how to improve in order to inform policy makers and other stakeholders in the TVET sector.</em></p></div>


2021 ◽  
Vol 6 (1) ◽  
pp. 64-71
Author(s):  
Annas Setiawan Prabowo ◽  
Lutfi Syafirullah ◽  
Vicky Prasetia ◽  
Hera Susanti

Pertumbuhan industri kreatif di Indonesia terus mengalami kenaikan. Industri kreatif diharapkan dapat menjadi sektor strategis yang mampu meningkatkan perekonomian di masa yang akan datang. Kesulitan yang dihadapi oleh industri kreatif terutama di Kabupaten Cilacap adalah pencarian lokasi industri kreatif yang sulit ditemukan. Industri kreatif mengalami kesulitan didalam mengenalkan produk yang dihasilkan. Berdasarkan masalah diatas perlu dibuat sistem informasi geografis yang mampu menunjukkan lokasi industri kreatif dengan akurat serta mampu membantu industri kreatif dalam mengenalkan produk yang dihasilkan. Penelitian ini menggunakan metode pengumpulan data secara deskriptif serta mengambil dari jurnal penelitian terdahulu. Metode pengembangan sistem yang digunakan menggunakan Rapid Application Development (RAD) yaitu salah satu pengembangan sistem berbasis System Development Life Cycle dengan kelebihan waktu yang lebih cepat. Pengujian sistem dilakukan dengan menggunakan metode black-box testing. Hasil penelitian ini adalah sistem informasi geografis yang mampu menunjukkan lokasi industri kreatif dengan lebih cepat, serta mampu membantu industri kreatif dalam mengenalkan produk yang dihasilkan.


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