scholarly journals Penerapan Teknologi Augmented Reality Untuk Pembelajaran Gerbang Logika Pada Mata Pelajaran Sistem Komputer

2020 ◽  
Vol 4 (3) ◽  
pp. 503
Author(s):  
Mochammad Machlul Alamin ◽  
Hendrawan Armanto ◽  
Indra Maryati

Logic Gate is one of the materials in the subject of Computer Systems at the level of SMK in class X. However, until now the learning media only uses textbooks, power point slides and manual simulations using blackboards. While the material about logic gates is very difficult if it is not directly simulated because it is directly related to the interaction of inputs and outputs at each logic gate. During the use of textbooks and manual simulation media students find it difficult to understand the material about this logic gate. The advantage of learning that utilizes augmented reality is an attractive display and displays 3D logic gate objects and input buttons that can be used to interact directly and the output is also in the form of 3D lamp objects, with this augmented reality technology will be very helpful and useful for simulating the gate logic is directly and easily understood by students. 3D logic gate animations are created using the 3D Blender application and the Augmented Reality process is created using the Unity and Vuforia SDK Library. This logic gate learning application has been applied to two classes, namely the control class and the experimental class. From the results of the Pre Test and Post Test that have been done, the control class has a 22.0% increase in percentage, while the experimental class has a 33.4% increase in percentage. Thus the learning application that utilizes Augmented Reality technology can be applied as a medium for learning logic gates at the vocational level of class X

2021 ◽  
Vol 13 (11) ◽  
pp. 5851
Author(s):  
Damla Karagozlu

As the COVID-19 epidemic caused new requirements in education, the use of various technologies and materials in science education has gained more importance for sustainability. Among other objectives, the subject of science aims to help students gain skills such as identifying problems, doing research, forming hypotheses, completing experiments, conducting analyses, and reporting the findings. Some of the problems experienced in science education are caused by the lack of tools and equipment. Through augmented reality (AR), a developing technology that is also used in the field of education, a digital layer is superimposed over authentic world images. The main aim of this study is to determine the views of students and teachers regarding augmented reality content developed for science education. The study group consists of 80 seventh-grade students and 4 science teachers. The study adopted a qualitative data collection method so the researchers developed and used semi-structured interview forms for the students and the teachers during the interviews. Both the students and the teachers reported the positive effects of AR practices on improving the understanding of science topics, offering a visual topic introduction, and contributing to the in-class interaction during class hours.


2017 ◽  
Vol 53 (98) ◽  
pp. 13168-13171 ◽  
Author(s):  
Longwei He ◽  
Xueling Yang ◽  
Kaixin Xu ◽  
Yunzhen Yang ◽  
Weiying Lin

Multiple logic gates such as OR, TRANSFER, INH, NOT, and YES operations were achieved on a single triple-chromophore fluorescent probe by using biothiols and fluorescence signal patterns as the multiple inputs and outputs.


Author(s):  
Hanasrullah Halim ◽  
Wan Amirah Najwa Wan Idris ◽  
Haslina Hassan

This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.


Author(s):  
Khairudin M ◽  
Triatmaja A.K ◽  
Istanto W.J ◽  
Azman M.N.A

This paper provides development of a virtual laboratorium for the subject of digital engineering. The virtual digital engineering laboratory based on mobile virtual reality is a finding that can be used for replacing a real laboratory. Using a virtual laboratory can be conducted a learning and teaching process at anytime and anywhere as long as it has an android device. This study applies a virtual laboratory to mobile virtual reality for a virtual digital engineering laboratory. The results of this study were fuctional application software to learn how to apply a virtual digital engineering laboratory through mobile virtual reality technology. A lot of components and circuits of logic gate can be simulated in this virtual laboratorium. This study presents a simple Android-based virtual tools for the visualization and investigation  in real time of circuits of logic gates without signal disturbances. The package can be used as an educational tool in various lectures or homework to aid teaching digital engineering theory or practically.


2020 ◽  
Vol 33 (02) ◽  
pp. 672-693
Author(s):  
Alexey I. Martyshkin ◽  
Elena G. Bershadskaya

 This paper describes the development process for the map directions information system application utilizing augmented reality technology. The first part of this paper discusses issues related to the research objective formulation. The objective and tasks to be solved are determined. Theoretical information and developments in the subject area are discussed. The second part describes the developed application architecture, the choice of a programming language is explained. The third part expressively addresses the development of algorithms and the application itself. The next section contains instructions for end users. And finally, a summary of the concluded work is given and relevant conclusions are made about the obtained results. It is emphasized that the work leads to the creation of an application for route finding and navigation in augmented reality mode. It is noted that this application can be extended and enhanced by developing versions for other mobile operating systems (for example, iOS and Windows Phone).


Author(s):  
Nurul Hidayah Rahani ◽  
Aldrin Aran Bilong ◽  
Muhammad Rafiq Mat Suruji

Augmented reality (AR) is a new form as integration of technologies that overlays computer-generated information on real world believed would help students in learning process. Hence, educators have begun to seek technologies that have the potential to be integrated in education in order to help students learn actively and improve their understanding. The focus of this research is on development of mobile application on logic gates topic with three inputs by using augmented reality technology for Computer Architecture and Organization Subject in University Pendidikan Sultan Idris (UPSI). Students have difficulty to understand logic gates besides less usage of mobile application on augmented reality in logic gates topic, this application could help them understand logic gates easily and effectively. By using ADDIE model, evaluation phase included pre-test and post-test have been carried out on target user as to see the improvement when using this mobile application. The result of finding show that the improvement percentage is 56%. Hence, this mobile Apps of AR technology could enhance the traditional forms of teaching and learning in order to improve student knowledge and interest about Logic Gates and also encourage students to think critically and creatively which improves their understanding and experiences using technology while learn.


2013 ◽  
Vol 4 (2) ◽  
Author(s):  
Deddy Unggul Wirawan ◽  
T. Arie Setiawan P ◽  
Ramos Somya

Abstract. Science is about learning natural environment systematically. At primary school, science is taught in a conventional way, mostly is not supported by appropriate learning media. By mainly learning from books as a learning medium, primary school students cannot completely understand about the subject. Therefore learning media which can increase the interests of study and completely understand the subject is needed. Based on the problem, learning media for animal classification based on the type of food by using augmented reality technology on android OS mobile device has been made. This research uses a prototype method to develop the learning media. From this learning media, primary school students can learn more about animal classification based on the type of food.Keywords: Learning, IPA, Augmented Reality, Android. Abstrak. IPA adalah ilmu yang berhubungan dengan cara mempelajari alam secara sistematis. Salah satu kendala pembelajaran IPA di sekolah dasar  adalah cara belajar konvensional yang tidak didukung dengan media pembelajaran yang tepat. Proses belajar konvensional hanya mengandalkan buku sebagai media pembelajaran. Hal ini mengakibatkan siswa kurang menguasai materi yang disampaikan, untuk itu diperlukan media pembelajaran yang dapat meningkatkan  minat belajar dan pemahaman materi pembelajaran IPA. Berdasarkan masalah tersebut dibuat media pembelajaran penggolongan hewan berdasarkan jenis makanan menggunakan teknologi augmented reality pada perangkat mobile android OS. Penelitian ini menerapkan metode prototype  dalam proses pengembangan media pembelajaran ini. Melalui media pembelajaran  inilah siswa dapat lebih memahami materi penggolongan hewan berdasarkan jenis makanan.Kata Kunci: Pembelajaran, IPA, Augmented Reality, Android.


2021 ◽  
Vol 273 ◽  
pp. 12119
Author(s):  
Anastasia Isaeva ◽  
Galina Semenova ◽  
Yana Nesterova ◽  
Olga Gudkova

The article determines the necessity of using augmented reality technologies in the formation of professional foreign language competence of chemistry students of non-linguistic universities with the use of the methods of modeling of educational material, complementing it with visual and audio sequences, and developing students’ skills of multifaceted projecting of situational reality. The goal of the study was to prove that, within the innovative educational augmented reality platform, the efficiency of the process of forming of the students’ professional foreign language competence significantly increases. As part of the experimental work based on complex methods of research, such as: general theoretical methods (analysis, comparison, matching, generalization of the pedagogical, methodological, psychological, special literature, the implementation of the introduction of new augmented reality technologies); logical and comparative analytical methods (study of the accumulated the Russian and foreign experience in implementing of augmented reality technologies); empirical methods (survey, pedagogical experiment, observation, study and generalization of the advanced pedagogical experience, diagnostics, surveys, interviews, testing), – the effectiveness of using augmented reality technology during the formation of chemistry students’ professional foreign language competence is proved: students’ progress and understanding of the material improves, professional foreign language competence forms faster, the level of motivation increases, the degree of involvement in the learning process and interest in the subject increases, the level of communication between students grows.


2010 ◽  
Vol 6 (1) ◽  
pp. 104-110
Author(s):  
Sri Mursiti ◽  
Dewi Selvia Fardhyanti ◽  
Edy Cahyono ◽  
Sudarmin Sudarmin

The research of Computer Asissted Instruction with animation and simulation was used to misconception remediation of atomic orbital, molecular orbital, and hibridiziation concepts. The applicated instruction model was focused on concept approach with macromedia flash player and power point programme. The subject of this research were the 2nd semestre students of Chemistry Department. The data were collected by using of true-false pre-test and post- test followed by the reason of its. The analysis reveals that the Computer Asissted Instruction with animation and simulation model increased the understanding of atomic orbital, molecular orbital, and hibridiziation concepts or remediation of concepts missconception, shown by the significant score gained between before and after the implementation of Computer Asissted Instruction with animation and simulation model. The instruction model developed the students's generic skills too.   Keywords: animation simulation,misconception remediation, orbital, hibridization


2016 ◽  
Vol 2 (5) ◽  
pp. 248
Author(s):  
Sandro Tôrres de Azevedo

Neste artigo, visamos refletir sobre uma ação publicitária que se utilizou da tecnologia de realidade aumentada, desenvolvida para a marca Linx, em março de 2011. Mobilizamos fundamentos da Semiótica Discursiva, especificamente sobre a questão da enunciação e a instalação da categoria de pessoa, articulando-os com conceitos afeitos à Comunicação Social, em especial a perspectivas utilizadas para compreensão dos fenômenos da cibercultura. Pretendemos, assim, identificar peculiaridades nas interações mediadas por dispositivos de realidade aumentada, considerando esse tipo de atividade comunicativa como aspecto absolutamente novo para os estudos do discurso publicitário.   PALAVRAS-CHAVE: publicidade; semiótica; comunicação; cibercultura; realidade aumentada.     ABSTRACT In this article, we aim to reflect on an advertising action that was used augmented reality technology developed for Linx brand in March 2011. We mobilized foundations of semiotics Discursive, specifically on the subject of enunciation and the installation of the category of person, articulating with concepts accustomed to the media, especially the perspectives used to understand the phenomenon of cyberculture. We intend, therefore, to identify peculiarities in interactions mediated by augmented reality devices, considering this type of communicative activity as absolutely new aspect to the studies of advertising discourse.   KEYWORDS: advertising; semiotics; communication; cyberculture; augmented reality.     RESUMEN En este artículo, pretendemos reflexionar sobre una acción de publicidad que utiliza tecnología de realidad aumentada, desarrollada para la marca Linx en marzo de 2011. Movilizamos a fundaciones de la semiótica discursiva, específicamente en el sujeto de enunciación y la instalación de la categoría de persona, articulando los conceptos aficionado a los medios de comunicación, en particular las perspectivas que se utilizan para la comprensión de los fenómenos de la cibercultura. Queremos así identificar particularidades de las interacciones mediadas por dispositivos de realidad aumentada, teniendo en cuenta ese tipo de actividad comunicativa como aspecto absolutamente nuevo para los estudios del discurso en la publicidad.   PALABRAS CLAVE: publicidad; semiótica; comunicación; cibercultura; realidad aumentada.


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