scholarly journals The Development of Augmented Reality Educational Media Using Think-Pair-Share Learning Model For Studying Buginese Language

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.

Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle ◽  
Ahmad Afif Supianto ◽  
Tsukasa Hirashima

Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.


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


Author(s):  
Nurul Istiqomah

<p><em>The aim is to improve learning outcomes of Indonesian language material listening to conversational texts related to culture, sorry. Problem based learning model for second grade elementary school students. This type of research is a class research group, the research subject of teachers and students. Sources of data used are: students, teachers, principals, notes/documents of observations, learning outcomes tests. Data collection techniques with observation (observation), documentation, and tests. The results of this study indicate an increase in Indonesian language learning outcomes. This can be seen from the average value of 76.9 in the first cycle, with a learning completeness percentage of 70% 16 students who completed their studies. Then there was an increase in the class average score of 82.2 in the second cycle, with a percentage of learning completeness 87%, students who finished learning asthma as many as 20 students. The conclusion is that the problem based learning model can improve learning outcomes of Indonesian language material. Listening to text conversations related to culture, apologize to second grade elementary school students.</em></p>


2019 ◽  
Vol 3 (4) ◽  
pp. 686
Author(s):  
Islamiyah Islamiyah

The application of this guided incuri learning model was applied to VB grade 37 Pekanbaru Elementary School students, because conventional learning or using the lecture method did not work. The purpose of the study was to improve the learning outcomes of Islamic Education in disciplinary material and to help VB grade 37 Pekanbaru Elementary School students. The research subjects were 32 students of VB class consisting of 18 men and 16 women and carried out in 2 cycles. Analysis of the results of actions, namely student activities, teacher activities through observations. The activities of students and teachers at each meeting always increase. Student learning completeness also increased. Before action was taken, students who completed only 15 people (44.12%) with an average score of 70.75. After the first cycle of action was taken, students who completed it increased to 28 people (82.35%) with an average score of 77.75. and in the second cycle the number of students who completed increased to 33 people (97.05%) with an average value of 85.00. Based on the results and discussion, the implementation of the guided inkuri learning model can improve the learning outcomes of PAI students in class VB Pekanbaru Elementary School 37. One student who does not complete learning will be given remedial instruction.


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. 


BIO-PEDAGOGI ◽  
2018 ◽  
Vol 7 (2) ◽  
pp. 50
Author(s):  
Mariana Wasti Enggelina Banu ◽  
Lilik Mawartiningsih

<p class="5abstrak">Education is the most important in human life especially with the development of science and technology as a supporter in education. The main problem faced by the world of education is the low level of student learning outcomes. Based on the results of field observations obtained data, that the average score achieved in grade VIII students less than KKM. So need to do research by using blended learning model. This study aims to determine the effect of blended learning model of learning outcomes of students of SMP Negeri I Brondong academic year 2017/2018. This research belongs to Quasi experimental research by using pretest-post test. The instruments used in this study are pretest and posttest test. The data obtained from this research is then analyzed using t-test. Based on the results of research on the effect of learning model of blended learning through the media of image on the students of class VIII SMPN I Brondong Lamongan Year 2017/2018 that is the influence of learning model blended learning through the media images of student learning outcomes on the subject of excretory system. The result of the research shows that there are significant differences in the results of the class biology study which are studied using the conventional model and the class that is taught using the blended learning model through the media of the picture in the VIII students of SMP Negeri I Brondong. The result of data analysis of student learning result showed that the average value of cognitive domain of experimental class is 76.2 while control class is 72,4%. From the analysis of data can be concluded the average value of the experimental class is higher than the control class. It is there influence the learning model blended learning through the media images of student learning outcomes.</p><p class="5abstrak"> </p>


2021 ◽  
Vol 11 (4) ◽  
pp. 313-321
Author(s):  
Robenhart Tamba ◽  
◽  
Devi Fatia ◽  

This study aims to determine the differences in the learning outcomes of junior high school students in Medan City for the 2019/2020 fiscal year 2019/2020 in the use of augmented reality media and image media on the sub-topic 7. 1) Living and non-living objects around us Level I MIN 3 This type of research is a quasi-experimental research. This research was conducted in MIN 3 Medan City. The population in this study were all 50 students of class 1 MIN 3 Medan. The sample includes 2 classes, namely class Ia with 25 students in experimental class II, and class Ib in experimental class I with 25 students. Data collection techniques in this study using observation and tests. The data analysis technique used normality, homogeneity, and hypothesis testing. The results of this study indicate that the average value of the Type I Experiment before treatment was 47.4, and after receiving augmented reality treatment the average value increased to 91.4. The average score of class II experimental students before treatment was 46.4, increasing to 78.6 after treatment. After knowing the mean, standard deviation, and variance of the various data, the significance level of the hypothesis results obtained using the t test is 0.05 to 7.009, and the t table is 1.676. Keywords: Augmented Reality Media, Media Images, Learning Outcomes


2016 ◽  
Vol 5 (2) ◽  
pp. 365
Author(s):  
Mohamad Suparno

The background of this study is the low results of social studies class V SD Negeri 010 Silikuan Hulu Kecamatan Ukui. This is evidenced by of 26 students only 11 (41.67%), which reached KKM, to research the learning improvement by implementing cooperative learning model Jigsaw. This research is a class act who do as much as two cycles. The collection of data in research adalag with the testing techniques. The study states that the implementation of cooperative learning model jigsaw can improve learning outcomes IPS, it is seen from: the average student learning outcomes which increased 20.25% from the average value of the basic score is 69.58 into 83.67 at UH the first cycle, and the average value UH second cycle increased 31.50% from the average score of 69.58 into 91.50 basis. The percentage of classical completeness achievement has been as expected. Which, on the basis of completeness klasikalnya score is 41.67% with the category is not exhaustive and the UH first cycle increased to 87.50% with the category completely, then at UH second cycle increased to 91.67% with the category completely.


2021 ◽  
Vol 4 (1) ◽  
pp. 25-29
Author(s):  
E. Ewisahrani ◽  
Eva Nursa’ban ◽  
F Fathurrahmaniah

Research has been carried out entitled the application of the Make A Match cooperative learning model to increase the activity and learning achievement of physics class VII students of SMPN 2 Wera. This research is classroom action research (PTK) which consists of 2 cycles. The purpose of this study was to increase the activity and learning achievement of class VII students of SMPN 2 Wera. The results of this study were analyzed with qualitative data while the average value of student learning activities in the first cycle was 12.32 in the fairly active category and the average value in the second cycle was 14.29 in the active category, which means that there was an increase in learning activities. students from cycle I to cycle II, as well as analyzing with quantitative data which resulted in the average value of student achievement in cycle I was 66.32 with 73.52% classical completeness and in cycle II the class average score increased to 72, 21 with classical completeness of 94.12%, which means that classical completeness has been achieved and student learning achievement has increased. From the results of the study, it can be concluded that using the Make A Match cooperative learning model can increase the activity and learning achievement of class VII students of SMPN 2 Wera.


2018 ◽  
Vol 8 (1) ◽  
Author(s):  
Muhamad Ruslan Layn

This research is a Classroom Action Research (PTK), which aims to improve the learning outcomes of mathematics through NHT type cooperative learning model in students of class VIII A MTs. Muhammadiyah conducted collaboratively between researchers and teachers of mathematics studies. In the implementation of this research, it is done by giving group worksheet and observation sheet of student activity using NHT type cooperative learning model after giving an explanation about Pythagoras Theorem material as much as two cycles that cycle I and II. After being given group worksheets then conducted the assessment includes assessment of test results of a cycle I and cycles II and group worksheet to students that is by applying learning model of cooperative learning type NHT. The subjects of this study were students of class VIII A which amounted to 20 students consisting of 15 male students and 5 female students. Techniques of collecting data in research are this observation and test. The data obtained were then analyzed. The results of the study showed that the implementation using NHT type cooperative learning model on Pythagoras Theorem material. the ability of students in solving problems on the material above has increased. With the increase of the average value of students in the first cycle was 43.45 and increased in cycle II 83.90. Improvement of student learning outcomes to mathematics learning using NHT type cooperative learning is good. This is indicated by the average value of group learning outcomes in cycle I 60.00 or being in the medium category and the average score of the learning outcomes of the group in cycle I 82.50 or in the high category. This shows the result of increased mathematics learning after conducting cooperative learning model of NHT type


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