scholarly journals PERANCANGAN AUGMENTED REALITY SEBAGAI ALAT BANTU EDUKASI PELAJARAN SEJARAH DI INDONESIA BAGI SISWA SMP

2018 ◽  
Vol 2 (2) ◽  
pp. 176
Author(s):  
VARIAN DINE MEJIRO ◽  
PETER RHIAN GUNAWAN ◽  
ELIZABETH WIANTO

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.

2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Heru Wijanarko

Social science is a common subject given at every level of education. The Social Sciences junior high school curriculum is taught in an integrated manner to facilitate students' social science learning that is important in everyday life. Unfortunately, there are many obstacles encountered in social studies in practice, one of which is the lack of interest and enthusiasm of students in learning social studies. It makes students unable to grasp the importance of social studies. This research conduct on students and teachers of the Junior High School Laboratory State University of Malang. This study aims to analyze non-enthusiasm students in social classes learning. This research conduct using descriptive methods with survey research. Data collection techniques used are observation, interview, and documentation data collection tools in observation guidelines and interview guidelines. This study's informants were 17 students taken at each grade level and supported by three informants from social studies teachers who were selected purposes study indicates that UM Lab junior high school students' unenthusiastic behavior when learning social studies is reading comics, singing, drawing, chatting, and joking with friends. The factors that cause it are the amount of material and assignments in modules that must be memorized and memorized. Students are dizzy and confused. It has an impact on their understanding, which is less related to social studies material.


1964 ◽  
Vol 57 (3) ◽  
pp. 160-162
Author(s):  
Paul H. Randolph

Only a brief glance through the last few years of THe Mathematics Teacher will reveal that there are at least two topics which have created considerable discussion; namely, the role of “modern mathematics” in the high school curriculum, and the applicability of programmed learning to mathematics. Thus, when the author had a chance to work with a group of junior high school students, this seemed like an ideal opportunity to test the value of these ideas.


Author(s):  
Safira Rizky Rachmania Hadi ◽  
Alvanov Zpalanzani Mansoor

Local content for junior high school content in Javanese language lessons is the story of Ramayana. Junior high school curriculum version 2013, uses Kidang Kencana story segment in Ramayana as Basic Competence 3 in Semester 2 outcome, and students have difficulty understanding it due to various factors. On the other hand, R.A Kosasih made a wayang comic titled Rama and Sinta (Ramayana). Therefore, the aim of this research is to examine whether the comic Rama and Sinta (Ramayana) can be used as a learning medium for junior high school students in Central Java. This is a qualitative research with an empirical approach. The results of the analysis show that there are similarities in the contents of the story, characters, settings and the story line of the Ramayana between the Javanese language textbook and the comic. Therefore, it can be concluded that the comic Rama and Sinta (Ramayana) can be used as a learning medium in Javanese language subjects through language translation, because the content is in accordance with the curriculum.


2018 ◽  
Vol 1 (1) ◽  
pp. 63
Author(s):  
Hamid Darmadi

The result of the research shows: (1) environmentally oriented IPS learning model can foster the love of regional cultural values as the basis of national cultural development, (2) community participation, and government participation in implementing the environment-based IPS learning model positively impact the improvement of management (3) learning model of environment-based IPS effectively creates a peaceful way of life, peacefully enhancing the intensity of togetherness and mutual respect (4) learning model of environment-based IPS can improve student learning outcomes, (5) there are differences in attitude and outcome expression learning between students residing in conflict areas with students outside the conflict area (6) attitude scale analysis between junior high school and high school students gained from the achievement of junior high and senior high school students towards the values of unity and unity of prestige, respect for diversity and peaceful coexistence . It is recommended that the authority of Dinas Pendidikan as an institution for fostering and developing socio-cultural values in the province can apply an environment-based IPS learning model.


Author(s):  
Jaitip Nasongkhla ◽  
Supadaec Chanjaradwichai ◽  
Thanyaporn Chiasiriphan

This study demonstrates a supplementary classroom technology using an Augmented Reality (AR) application to enhance students in learning Genetics at Junior High School in Thailand. The tool provides visual cards of concepts about Genetics with multiple AR markers (cards). An interactive experience provides students a multiple-choice format to respond to different cases (questions). Using a purposive sampling technique, sixty students from the 9th grade compared and selected AR markers to generate an animated two-dimensional graphic with sound feedback. In addition, the students’ learning scores were compared among the groups of different analytical thinking abilities who used single and multiple AR markers. The results found the potential of using Augmented Reality (AR) in supporting students’ learning especially in improving analytical thinking ability.


Technologies ◽  
2021 ◽  
Vol 9 (3) ◽  
pp. 53
Author(s):  
Mayda Alrige ◽  
Hind Bitar ◽  
Waad Al-Suraihi ◽  
Kholoud Bawazeer ◽  
Ekram Al-Hazmi

The visualization of objects of an abstract nature has always been a challenge for chemistry learners. Thus, augmented reality (AR) and virtual reality (VR) have been heavily invested in as immersive learning methods for these concepts. This study targets the segment of the chemistry curriculum involving the chemical elements of the periodic table. For this purpose, we developed the AR educational tool called MicroWorld. This Arabic educational AR app was developed in unity with Vuforia SDK. Using MicroWorld, students can visualize chemical elements microstructures in 3D, see 3D models of the elements in their substantial forms, and combine two chemical elements to see how certain chemical compounds can be formed. In this work, MicroWorld’s usability was evaluated by junior high school students and chemistry teachers using the Arabic system usability scale (A-SUS). The A-SUS average score was 71.5 for junior high school students, while the scale for teachers reached 76. This research aims to design, develop, and evaluate the AR app, MicroWorld. This app was built and evaluated through the lens of the design science research paradigm.


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