scholarly journals Augmented Reality-based Media on Molecular Hybridization Concepts Learning

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):  
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.


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


2019 ◽  
Vol 1 (1) ◽  
pp. 37
Author(s):  
Khotijah Khotijah ◽  
Arsini Arsini ◽  
Sheilla Rully Anggita

This study aims to determine the feasibility and the effectiveness of using a video tracker application for practicum of physics 1 on momentum conservation. This is included in research and development type. Stages carried out in this study include: 1) define, is done by giving questionnaires and interviews, 2) design, includes media selection, format selection and produce the initial product design, 3) development, includes product development and material expert validation assessment, media experts and linguists and limited field testing. The validation test results obtained that the media is feasible to use with a percentage of 88% based on material experts with very good categories, 85% based on media experts with very good categories, and 78% based on linguists with good categories. The effectiveness of media is shown by high average value of the experimental class of 84,06 compared to the control class of 70,97. Student responses to the use of products are categorized very well with a percentage of 89%.


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2021 ◽  
Vol 12 (2) ◽  
pp. 108
Author(s):  
Ismi Nurul Qomariah ◽  
Mistianah Mistianah

Abstrak. Penelitian ini bertujuan untuk mengembangkan model pembelajaran Think berbasis media I Spring suite 8 bagi mahasiswa Pendidikan Biologi. Jenis penelitian ini adalah Research and Development. Pengembangan media pembelajaran menggunakan metode Research and Development (R & D) dengan model 4 D (Define, Design, Develop, dan Dessiminate). Penelitian ini dimulai dari tahap define yaitu mengidentifikasi konsep-konsep material yang harus terkandung dalam media. Mendesain lebih lanjut model pembelajaran Think berbasis media pembelajaran I Spring suite 8. Setelah media dirancang dan dibuat maka dilakukan tahap pengembangan yaitu validasi produk oleh ahli dan uji coba produk pada proses perkuliahan. Hasil penelitian menunjukkan bahwa validitas ahli materi dalam kriteria valid dengan persentase 88 persen, hasil validitas ahli media dalam kriteria valid dengan persentase media pembelajaran sebesar 89 persen. Dari uji kelayakan diperoleh hasil uji kelayakan. Disimpulkan bahwa media termasuk dalam kategori sangat baik.Asbtract. This study aims to develop I Spring suite 8 learning media based Think learning model for Biology Education college students. The type of this research was Research and Development. The development of  learning media uses the Research and Development (R & D) method with the 4 D model (Define, Design, Develop, and Dessiminate). This research starts from the define stage that was identificatethe material concepts that must be contained in media. Furthermoredesign the I Spring suite 8 learning media based Think learning model. After media has been designed and created, the development stage was carried out, namely product validation by experts and product testing in the lecture process. The results showed that the validity of the material experts was in valid criteria with the percentage of 88 percent, the results of validity by media experts were in valid criteria with the percentage of learning media as much as 89percent. From the feasibility test, it was concluded that the media is included in the categoryvery good.


2020 ◽  
Vol 1 (2) ◽  
pp. 90-115
Author(s):  
Yuli Cahyaningsih

Technological advances can be applied in the business world as a medium of promotional media. Augmented Reality (AR) is a technology that combines 2 dimensions and 3 dimensions into a ward, then projecting the virtual objects in real time. Augmented Reality can be utilized in a variety of needs, one of which is the utilization of promotional media on the Honda Genio brochure. The purpose of this research is to develop new interactive media in assisting the promotion media in Astra Motor Majenang with Android based Augmented Reality technology. The methods used are MDLC (Multimedia Development Life Cycle) consisting of six stages, the concept, the design, the material collecting, the assembly, testing, and the distribution (Distribuiton). The result of this research is an Android-based Augmented Reality promotional media app on the Honda Genio brochure that can display 3D motor objects and display specs in both text and audio form.  The conclusion of the study was from the test results Alpha Test system developed spared from disability or failure of use. As for test results Beta Test, 91.2% of respondents answered strongly agree that it shows that the Augmented Reality app as a promotional medium on Android-based Honda Genio brochure is very interesting and acceptable for users.


2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Wijaya Laksana ◽  
Putu Suka Arsa ◽  
Gede Ratnaya

The aim of this research was developing an interactive media for formative test to support productive subjects for the students who majoring Computer Systems Technology (Teknik Komputer dan Jaringan) in SMK Negeri 3 Singaraja. The research was conducted by using Research and Technology in education. The interactive media for formative test was applied in the subject Administrative Network System. The interactive media was designed by using Wondershare Quiz Creator, and it was also contained multimedia contents such as image, sound, and video and the final result was in the form of an exe file. This interactive media was examined using validation test with the following results: 1) according to this media expert, the interactive media was 87% qualified, 2) according to the material expert, this interactive media was 88% quailed, 3) according to the teacher, this interactive media was 93% effective, 4) accoding to the students from the pilot test, the media was 77% qualified and the students from the field test, the media was 87% qualified. Based on the results of the research, the interactive media for formative test can be applied to assist productive subjects for the students who majoring Computer Systems Technology in SMK Negeri 3 Singaraja as a highly qualified measurement device.


2020 ◽  
Vol 10 (2) ◽  
pp. 16
Author(s):  
Sulami Sibua ◽  
Firdha Rahmadhany

This research was conducted wiht the aim to find out how the students ability in writing poetry in class X SMAN 10 Ternate city and how to improve the ability to write poetry using the example and non-example models of grade X students of SMAN 10 ternate city. The methoud used in this research is descriptive quantitative and the instruments used are observation, interviews, tests and documentation.Based on the results of the studi, poetry writing skills improvement using example and non-example models class X students of SMAN 10 Ternate city consisting of 25 students can be seen that students are able writing poetry using model example and non-example, this is known from the results of research that there are worksheets on the pretest and postets which have increased, in the pretest and postest which have in creased, in the pretest with atotal value of 1.005 with and average value of 40,2 whereas the results of the posttest in the write poetry using the example and non-example models class X students of SMAN 10 Ternate city, with a value of 1.550 demgas an average value of 63,6 as many  23 students 68% have achieved (KKM) from the initial test results of 17 studens 92 % did not reach (KKM).


GERAM ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. 82-91
Author(s):  
Ranny Mardiyani ◽  
Deden Ahmad Supendi ◽  
Fauziah Suparman

Learning media is one of the supporting facilities in teaching and learning activities. In this time of the COVID-19 pandemic, online-based learning media is very necessary. The lack of teacher ability in using interactive learning media makes online learning even more boring, especially in learning to write poetry. The articulate storyline is one software that can produce more interesting learning media. Using many features can produce learning media that are more varied, innovative, and easy to use. The research method used is RND, which has ten research steps that the researchers then simplified into four main steps, namely the research and data collection stage, the planning stage, the product development stage, and the validation and testing stage. Media development results are a product of a poem made by class X students at SMA Negeri 2 Sukabumi. The product was produced after learning poetry material using online interactive learning media. Three validators assessed the media feasibility level. The material validator is given a feasibility value of 82%, the medium validator is given a value of 80%, and the Indonesian language learning validator is given 84%. Meanwhile, 89% of students responded "Ya" in student responses, and 11% of students responded "Tidak". Based on the validator's assessment results, the media was considered very feasible to be used in schools and received a positive response from students.


2019 ◽  
Vol 3 (2) ◽  
pp. 148-153
Author(s):  
Muhammad Fajar Ramadhan ◽  
Iman Sulaiman ◽  
Tirto Apriyanto

ABSTRAK   Peneli tian ini bertujuan untuk mengkaji peningkatan hasil shooting dengan menggunakan media J-Glove pada mahasiswa (atlet) yang tergabung dalam Tim Putra Bola Basket di Universitas Negeri Jakarta. Pengambilan data dilaksanakan di lapangan basket kampus B Universitas Negeri Jakarta pada tanggal 15 Mei sampai 28 Juni 2019. Metode penelitian yang digunakan dalam penelitian ini adalah Metode Eksperimen, yaitu dengan memberikan perlakuan (treatment) dalam latihan dengan menggunakan media J-Glove untuk meningkatkan akurasi 3 point shoot bola basket Tim Putra bola basket Universitas Negeri Jakarta. metode eksperimen. Desain penelitian menggunakan “one group pretest-postest design”. Populasi dalam penelitian ini adalah Tim Putra bola basket Universitas Negeri Jakarta, pengambilan sampel menggunakan Total sampling yang artinya semua anggota populasi dijadikan sampel karna terdiri dari 15  orang. Berdasarkan hasil tes awal dan tes akhir dari perlakuan hasil dari latihan 3 point shooting dengan menggunakan media J-Glove pada hasil 3 point shooting memperoleh nilai untuk 3 point shooting dengan tes akhir 3 point shooting dengan nilai rata-rata sebesar 8.1, nilai standar deviasi sebesar 5.61, nilai standar error perbedaan rata-rata sebesar 1.5, sedangkan untuk th (t hitung) sebesar 5.4 thitung dan ttabel (t tabel) sebesar 1,70113 ttabel. Dengan taraf signifikasi sebesar 5% .dengan demikian t hitung > t tabel yang berarti Ho ditolak, sehingga dapat disimpulkan bahwa latihan 3 point shooting  dengan menggunakan media J-Glove berpengaruh pada hasil akurasi 3 point shooting.    Kata Kunci : shooting 3 point, J-Glove, Basket   ABSTRACT   This study aims to examine the improvement in shooting results using the J-Glove media on students (athletes) who are members of the Putra Basket Basketball Team at Jakarta State University. Data retrieval was carried out on the basketball court campus B Jakarta State University on May 15 to June 28, 2019. The research method used in this study was the Experimental Method, namely by providing treatment in training using J-Glove media to improve accuracy 3 basketball shoot point Team Putra basketball at Jakarta State University. experimental method. The research design uses "one group pretest-postest design". The population in this study was the Putra Putra basketball team at the Jakarta State University, sampling using total sampling which means that all members of the population were sampled because they consisted of 15 people. Based on the results of the initial test and the final test of the treatment results of the 3 point shooting exercise using the media J-Glove on the results of 3 point shooting obtained a value for 3 point shooting with the final test 3 point shooting with an average value of 8.1, the standard deviation value of 5.61, the standard error value of the average difference is 1.5, while for th (t arithmetic) is 5.4 thitung and ttable (t table) is 1.70113 ttable. With a significance level of 5%. Thus t arithmetic> T table which means Ho is rejected, so it can be concluded that the 3 point shooting exercise using J-Glove media affects the accuracy of the 3 point shooting results.   Keyword : 3 Point shoot, J-Glove, Basket


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