scholarly journals PERANCANGAN DAN PEMBUATAN MEDIA PEMBELAJARAN AUGMENTED REALITY PADA PENGAJARAN TEKNIK ELEKTRONIKA

Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D

2020 ◽  
Vol 5 (1) ◽  
pp. 38
Author(s):  
Muhammad Hasbi ◽  
Herman Tolle ◽  
Ahmad Afif Supianto

Language is a tool used for communication. Indonesia has a variety of languages, one of which is the Buginese language. As a language whose level of speakers exceeds five million, the popularity of this language begins to fade and is rarely used over the times. The Buginese language has its own letter called Lontara which consists of 23 letters. In addition to learning it difficult, educational media to learn this language, especially how to write letters is rarely developed. Learning this language is mandatory for formal school students ranging from elementary school to high school. However, a number of teachers noticed that Lontara writing lessons were very difficult for students to understand. Because of the difficulty level of writing, this research was conducted to answer and overcome these problems by developing an educational media called Lontara Augmented Reality. The research and development method (RnD) was utilized as the method in this study and it collaborates with ASSURE as the media development model. ASSURE model is used in the media design process. This media has an embedded learning model which called think-pair-share. The presence of this learninf model aims to enhance user skill in learning due to it provides learning with pair features. Educational media design has been validated by four media experts and four content materials validators. In the first iteration of validation, the average value of 3.90 was obtained with an average total score of 206.5 and a total percentage of around 78% (good category). After media being revised, an increase of 11% from the former iteration became 89% with 4.45 in average and total score of 235.75 (very good category). Furthermore, expert material content obtained an average value of 4.74 with a total average score of 99.5. with the percentage of the feasibility of the media reaching 95%. The percentage of usability testing results shows a great result with 96.91% in average and functionality tests around 100% which means that all of these functions this educational media application can work properly. in addition, performance testing and compatibility results show a normal activities. Memory and CPU usage are in normal conditions and not disturbing the applicaton performance. Lontara Augmented reality compatible in many android smartphones. Around 15 types of devices have been installed and it can run normally in these devices.


2019 ◽  
Vol 4 (2) ◽  
pp. 227-236
Author(s):  
Ferli Septi Irwansyah ◽  
Efa Nur Asyiah ◽  
Ida Farida

Students' problems in understanding of the hybridization process need to be overcome by using interactive media. Therefore, this study aimed to analyze the results of the validation test and the feasibility test of learning media based on Augmented Reality (AR) on the concept of hybridization. The research method used was the Design-based Research (DBR) method based on technology that supports the learning process within two stages, namely the analysis stage and the design and development stage. Data collecting instruments used were a validation test questionnaire and a limited trial sheet. The media was validated by 3 expert lecturers and 10 respondents of Chemical Education Department students at UIN Sunan Gunung Djati Bandung, Indonesia. Overall validation test results obtained an average value of robserved of 0.88. The validation test obtained a value above 0.30, which showed that the learning media was valid and can be used for the limited trial. The limited trial obtained an average value of 88.59 % within a feasible category. This research concluded that AR learning media on the concept of hybridization is appropriate to be used as teaching material in the learning.


Author(s):  
Made Kevin Ihza Mahendra ◽  
I Gede Partha Sindu ◽  
Dewa Gede Hendra Divayana

The purpose of  Development The Media Learning Augmented Reality Book 2 Dimensions With The Natural Environment Theme In PAUD Telkom Singaraja is to develop 2-dimensional Augmented Reality learning media sub-theme of the natural environment on the Android platform, as a medium to facilitate the learning process and provide attractiveness in understanding the natural environment. The development of 2-dimensional Augmented Reality learning media with the sub-theme of the natural environment uses the ADDIE model which consists of stages, namely the analysis, design, development, implementation and evaluation stages. In this model, an evaluation process is carried out at each stage that is passed so as to produce learning media that suits the needs of PAUD Telkom Singaraja. The end result of this development is in the form of 2-dimensional Augmented Reality learning media with a sub-theme of the natural environment that can be used via mobile devices with the Android operating system. The black box and white box tests were carried out accordingly, the content expert test and the media test got a value of 1.00 in the very high category, the individual test got an average value of 94,22% in the very good category, the small group test got an average score of  94,44% with very good category student response, field test 92.89% with very good category and teacher response 90,66% with very good category. 


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


Author(s):  
Selvia Ferdiana Kusuma

<p class="Abstract">In this digital era, the presentation of information as a media campaign in the form of brochures and pamphlets is increasingly left out. Besides being considered boring it also looks less interactive. The advent of AR technology that can combine real and virtual images in 3-dimensional form projected onto a screen or monitor can be used as a solution in delivering more interactive information. But Politeknik Kediri has not implemented it. The brochure of Politeknik Kediri as one of the media campaign has not been integrated with augmented reality technology, so it seems less interesting. Therefore, we create an android-based application that can display the visualization of Politeknik Kediri using augmented reality to support promotion. Through this research, it is expected that the media campaign of Politeknik Kediri can be more interesting, so that many prospective students who are interested to join Politeknik Kediri especially Informatics Engineering Department. This research is done through 6 stages: analyze the needs, perform system design, hierarchy, application implementation, and application testing. While the software used in this study is Vuforia SDK, An-droid SDK, Unity3D, and Blender.</p>


Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


2021 ◽  
Vol 2 (1) ◽  
pp. 25-34
Author(s):  
Zulfah Zulfah ◽  
Adilah Endah Putriyani

Abstract Science instruction with conceptual material is often less attractive to students. It’s considered less attractive and difficult to understand than it’s necessary to develop interactive learning media for instruction. This study aims to develop the media and see its effect on increasing student interest in science instruction by using the Encyclopedia of Classification of Living Things through the demonstration method. This research was conducted on grade VII students at Madrasah Tsanawiyah 4 Ponorogo in the 2019/2020 school year. The type of research used is descriptive quantitative research. Data collection by filling out a questionnaire to measure students' interest in instruction. The results showed that there was an increase in student interest in instruction after using the Encyclopedia Media of Classification of Living Things. The average value obtained from before instruction was 74.76 while the average score obtained of post instruction was 75.52. Based on the analysis of these data, it can be concluded that there is an increase in student interest in science instruction by using encyclopedia media in classification of living things material. Keywords: Learning interest; natural science instruction; media


2018 ◽  
Vol 7 (12) ◽  
pp. 478 ◽  
Author(s):  
Pravesh Yagol ◽  
Francisco Ramos ◽  
Sergio Trilles ◽  
Joaquín Torres-Sospedra ◽  
Francisco Perales

The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.


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