scholarly journals Analisis Cara Kerja Augmented Reality (AR) sebagai Media Pembelajaran Aksara Lampung

2021 ◽  
Author(s):  
Zog Breaneslami Ridhoslaras Prasasti

Saat ini pemanfaatan teknologi informasi mengalami perkembangan pesat. Salah satu contoh yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pengguna dapat menvisualisasikan objek dalam bentuk 3D secara realtime sehingga AR banyak diimplementasikan di berbagai bidang, termasuk bidang pendidikan dan pembelajaran. Penelitian inian ini akan melakukan analisis cara kerja AR sebagai media pembelajaran Aksara Lampung. Hal ini dilakukan dalam upaya menjaga dan memelihara Aksara Lampung sendiri adalah salah satu Rendahnya minat belajar aksara Lampung siswa-siswi SD Sejahtera 4 Bandar Lampung digunakan Game Engine Unity serta Vuforia SDK agar aplikasi yang dibangun menjadi aplikasi berteknologi Augmented Reality (AR) dan menggunakan marker berupa kertas yang apabila diarahkan ke aplikasi akan terdeteksi dapat menampilkan visualisasi objek 3D. Aplikasi ini bermanfaat bagi siswa sekolah dasar yang sedang menempuh pelajaran aksara Lampung. Dari hasil pengujian yang telah dilakukan, dapat disimpulkan bahwa aplikasi yang dibangun mampu menampilkan visualisasi objek 3D serta mampu menarik minat siswa dalam mempelajari aksara Lampung. --- [ Currently, the use of information technology is experiencing rapid development. One example used in the delivery of information is Augmented Reality (AR) technology. Users can visualize objects in 3D in real-time so that AR is widely implemented in various fields, including education and learning. This study will analyze how AR works as a medium for learning Lampung script. This is done in an effort to maintain and maintain the Lampung script itself which is one of the low interest in learning Lampung script in Sejahtera 4 elementary school students Bandar Lampung by using the Unity Game Engine and Vuforia SDK so that the application built becomes Augmented Reality (AR) technology and uses markers in the form of paper that is directed to the application will be detected can display 3D object visualization. This application is useful for elementary school students who are taking Lampung script lessons. From the results of the tests that have been carried out, it can be concluded that the application built is able to display 3D object visualization and is able to attract students' interest in learning Lampung script. ]

2021 ◽  
Vol 3 (1) ◽  
pp. 19-29
Author(s):  
Rr. Fadila Kusumaning Ayu ◽  
Zahrotul Jannah ◽  
Nur Fauziah ◽  
Tri Nadia Ningsih ◽  
Manilaturrohmah Manilaturrohmah ◽  
...  

One of the important branches of science on an international scale is scientific literacy. This study aimed to increase the science literacy knowledge of elementary school students on the material of the solar system. This study uses the ADDIE type Research and Development (R&D) method, starting from analysis, design, development, implementation, and evaluation. Expert testing of a learning product was carried out by users of the Planetarium Glass application, namely grade VI students of SDN Patengteng 2. The results of this media trial on 22 respondents showed 80% effectiveness. This research instrument uses an online questionnaire to users to determine the effectiveness of this learning media. The final result of the Planetarium Glass application media based on augmented reality is an application format that can be used by utilizing an android-based smartphone. This media provides information about the material of the solar system in the form of 3D virtual animation (3 dimensions) accompanied by an explanation of each object in audio form and is equipped with an application usage module. This media is designed to facilitate students' understanding in understanding the material of the solar system effectively and efficiently because students can see directly the material conveyed via the smartphone they use. Learning using the Planetarium Glass application can be used as an alternative learning media in increasing science literacy knowledge of elementary school students, especially in Madura.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ratna Candra Sari ◽  
P.L. Rika Fatimah ◽  
Sariyatul Ilyana ◽  
Hardika Dwi Hermawan

Purpose This study aims to examine financial socialization based on augmented reality (AR) technology for elementary school students, which it is hoped will improve their sharia financial knowledge. Design/methodology/approach The experimental method with pre- and post-test and control groups was used to test the improvement in the young learners’ sharia financial knowledge. This study used AR for sharia financial socialization on elementary school students and focused on sharia’s basic concepts, which include earning money, balanced spending, borrowing, saving, investment, payment methods, financial technology and the concept of protection. Findings This study finds empirical evidence that the treatment group, who received sharia financial socialization via the AR media, increased their sharia financial knowledge to a greater extent than the control group did. Research limitations/implications This study provides encouraging evidence about the potential of sharia financial education for elementary school students using the appropriate learning strategies and media. The weakness in this study is that it was only carried out in one elementary school, with the children of middle- to upper-income parents. Further research should be undertaken at several schools with the children of parents with different income levels. Practical implications A shift in learning styles from verbal or visual to virtual encourages the use of AR-based learning media. Financial concepts can be abstract ones, and AR-based learning media is able to present intangible virtual elements so they become more concrete and tangible. Social implications The global COVID-19 pandemic has affected all aspects. One of the most severe and likely to be multiyear ahead is the financial aspect. Therefore, this research is expected to be a preparation for the younger generation as early as possible to strengthen social benefits in order to improve sharia financial literacy. Originality/value Research into the financial literacy, especially sharia financial literacy aimed at elementary school students, is still very limited. The teaching of financial literacy will be more effective if educators use the appropriate strategies and media. This study used financial socialization strategies and AR learning media that are aligned with the learning styles of young learners.


2008 ◽  
Vol 15 (6) ◽  
pp. 103-110
Author(s):  
Silvia Berenice Fajardo-Flores ◽  
Aniluz Michel-García ◽  
JRG Pulido

2019 ◽  
Vol 3 (2) ◽  
pp. 202-206
Author(s):  
Tulus ◽  
Sawaluddin ◽  
T.J. Marpaung ◽  
M.R. Syahputra

In the world of education now learning methods do not only use conventional methods such as from textbooks and teacher explanations, but also with effective and efficient learning methods using information technology. An example is multimedia-based learning media. Community service is one way that can be used to carry out information technology socialization. The community service that will be carried out in this study is entitled Easy and Interesting Mathematics Learning Through Animation. For elementary school students, with the aim of helping students in the learning process of mathematics that is more interesting interactive and fun, because in general lower elementary school students view mathematics lessons are difficult and boring learning. In this service, a learning media for mathematics will be created that includes the problem of building and space in accordance with the existing curriculum. Learning applications that are built include material, training, and tests, in accordance with applicable competency standards. Furthermore, training will be given to several elementary schools, as a briefing on how to use this learning system application so as to increase student motivation and ultimately improve student achievement and improve education quality.


2019 ◽  
Vol 11 (1) ◽  
pp. 1050
Author(s):  
Mohamad Sofiudin ◽  
Tubagus Mohammad Akhriza ◽  
Dinny Wahyu Widarti

The use of augmented reality (AR) technology as a learning medium for modern musical instruments aims to overcome the limitations of schools in terms of the procurement of musical instruments, as well as to increase the value of student understanding and provide a more interactive experience. Modern AR-based learning instruments application featuring 3D objects and 3D videos of modern musical instruments. The application is built for mobile devices operating on Android. Based on the results of testing the device, the application can run perfectly on devices with a RAM specification of 0.5 GB and above. Tests were also conducted on Diponegoro Islamic elementary school students and teachers, these students experienced an increase in understanding of modern musical instruments, while testing of teachers to measure the interactivity of applications.


2019 ◽  
Vol 7 (1) ◽  
pp. 78-90 ◽  
Author(s):  
Bintoro Setyawan ◽  
NFn Rufii ◽  
Ach. Noor Fatirul

Today's technological development is progressing, and is growing rapidly. This development certainly has an influence on various sectors of human life, one of which is the education sector. The latest rapid technological developments are the increasingly frequent use of devices, especially smartphone use in everyday life, including in the field of education. This opens up huge opportunities in utilizing application technology on smartphones to be developed into an application-based learning media. One of them is by utilizing Augmented Reality technology on android applications in science learning media for elementary school students in class VI so that students are motivated in learning and easier to understand the material being studied. For this reason, a learning media based on Augmented Reality (AR) was developed with the application of Unity science subjects. The material recognizes planets in the solar system for grade VI elementary school students, while seeing the quality of learning media produced in terms of validity, attractiveness and practicality. This research uses the development research model Borg and Gall, with several stages of development, namely: (1) data collection; (2) planning; (3) development; and (4) validation and trial. The results of the development research in the form of AR learning media showed very good and feasible results used as learning media, both in class and independently according to the results of learning design expert validation, media experts and teacher validation as material experts Student responses to the use of this media in learning were very good. Students are passionate about learning and arouse students' curiosity. AbstrakPerkembangan teknologi sekarang ini semakin maju, dan tumbuh dengan pesat. Perkembangan ini tentu saja membawa pengaruh pada berbagai sektor kehidupan manusia, salah satunya adalah sektor pendidikan. Perkembangan teknologi terkini yang pesat adalah semakin seringnya penggunaan gawai, khususnya penggunaan smartphone dalam kehidupan sehari-hari, termasuk di bidang pendidikan. Hal ini membuka peluang besar dalam memanfaatkan teknologi aplikasi pada smartphone untuk dikembangkan menjadi media pembelajaran berbasis aplikasi. Salahsatunya adalah dengan memanfaatkan teknologi Augmented Reality pada aplikasi android dalam media pembelajaran IPA bagi siswa sekolah dasar (SD) kelas VI agar siswa termotivasi dalam belajar dan lebih mudah untuk memahami materi yang dipelajari. Untuk itu  dikembangkan media pembelajaran berbasis Augmented Reality (AR) dengan aplikasi Unity mata pelajaran IPA materi mengenal planet-planet di tata surya untuk siswa kelas VI SD, sekaligus melihat kualitas media pembelajaran yang dihasilkan ditinjau dari aspek validitas, kemenarikan, dan kepraktisan. Penelitan ini menggunakan model penelitian pengembangan Borg and Gall, dengan beberapa tahapan pengembangannya, yaitu: (1) pengumpulan data;  (2) perencanaan; (3) pengembangan; dan (4) validasi dan uji coba. Hasil penelitian pengembangan berupa media pembelajaran AR menunjukkan hasil sangat baik dan layak digunakan sebagai media pembelajaran, baik di kelas maupun secara mandiri menurut hasil validasi ahli desain pembelajaran, ahli media  dan validasi guru sebagai ahli materi Respon siswa terhadap penggunaan media ini  dalam pembelajaran sangat baik. Siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa ingin tahu siswa.


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