scholarly journals AUGMENTED REALITY DALAM PEMBELAJARAN IPA BAGI SISWA SD

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.

2020 ◽  
Vol 4 (2) ◽  
pp. 204
Author(s):  
Ni Putu Dinayusadewi ◽  
Gusti Ngurah Sastra Agustika

The problem of this research is the lack of interactive learning media on elementary school geometry which makes it difficult for students to understand the explanation that conveyed by the teacher. This research aims to design geometrical mathematics learning media especially cubes and blocks based on Augmented Reality technology for fifth-grade elementary school students and to know the level of product worthiness from the subject and validator. The development process of this research consists of five steps like Analysis, Design, Development, Implementation, and Evaluation. The data collection method used was a closed questionnaire. The results of the research questionnaire were analyzed using a Likert scale analysis,  so the following results are obtained: The results trial of the material expert validator showed a percentage of 92.50% which is included in the excellent category with very decent information. Media design expert validator with a percentage of 93.00% which is included in the excellent category with very decent information. Product response of three elementary school teachers with a percentage score of 89.33% included in the very good category. Product responses of fifteen elementary school students with a percentage score of 83.73% with a very good category. It was concluded that the application of elementary geometrical mathematics learning media based on Augmented Reality technology can be used in elementary schools as a medium for learning mathematics.


2021 ◽  
Vol 4 (2) ◽  
pp. 201
Author(s):  
Mega Putri Islamyati ◽  
Ida Bagus Surya Manuaba

Teaching materials and online learning outcomes that are less than optimal affect the learning process. Students need visualization that can help concrete understanding of the material, especially in implementing online learning. This study aimed to develop interactive multimedia learning in science subjects according to the validation of expert tests and individual trials. This development research applies the DDD-E model (Decide, Design, Develop, Evaluate). The method used to collect data is a questionnaire equipped with observations and interviews. The data analysis used is quantitative and qualitative descriptive analysis. The subject of this development research is interactive learning multimedia. Then a review is carried out from subject content expert validators, instructional design experts, learning media experts, and individual trials on students. The results of data analysis based on validation by subject matter content experts obtained a percentage score of 96.15% with very good qualifications, instructional design experts obtained a score percentage of 87.5% with good qualifications, learning media experts obtained a percentage score of 93.00% with very good qualifications, and the results of the review of 3 students in individual trials obtained a percentage score of 91.66% with very good qualifications. Based on the results obtained, it can be concluded that the interactive learning multimedia developed is very feasible in science learning for sixth-grade elementary school students.


Author(s):  
Sunarti dan Deri Anggraini

Abstrak: Pengembangan Bank Soal dan Pembahasan Ujian Nasional Berbasis Multimedia Pembelajaran Interaktif dengan Macromedia Authorware 7.0. Penelitian ini bertujuan untuk mengembangkan bank soal dan pembahasan UN SD berbasis multimedia pembelajaran interaktif dengan macromedia authorware 7.0. Penelitian menggunakan desain penelitian pengembangan yang diadaptasi dari model penelitian pengembangan. Penelitian ini telah berhasil mengembangkasan bank soal dan pembahasan UN SD berbasis multimedia pembelajaran yang dikemas dalam bentuk CD pembelajaran dan telah divalidasi oleh ahli materi dan ahli media, serta telah diujicobakan pada pengguna produk. Ditinjau dari aspek isi dan pembelajaran validator menilai kualitas produk sangat baik. Dengan menggunakan rentang skor 1 sampai 5, skor rata-rata aspek isi 4,67, aspek pembelajaran 4,68, aspek tampilan 3,95, dan pemrograman 4,13. Aspek daya tarik menunjukkan bahwa produk sangat menarik dengan skor rata-rata 4,15. Hasil uji coba menunjukkan bahwa persentase ketuntasan belajar latihan UN IPA rata-rata 85% (baik), Bahasa Indonesia mencapai rata-rata 90% (sangat baik), dan Matematika 31% (sangat kurang). Produk ini diharapkan mampu untuk membantu siswa dalam mempersiapkan UN SD. Kata Kunci: pengembangan bank soal, multimedia, pembelajaran interaktif, UN Abstract: Development of The Interactive Learning Multimedia-Based National Examination Item Bank and Its Discussion Using The Macromedia Authorware 7.0. This study aimed to develop the interactive learning multimedia-based Elementary School National Examination (UN SD) item bank and its discussion using Macromedia Authorware 7.0. The development research model of Borg & Gall, Arief S, Sadiman et al., and Sugiyono was used in this study. This research was successfully to develop the interactive learning multimedia-based UN SD item bank and its discussion in learning CD and validation was carried out by material and media experts, and trials were also conducted among product users. From the content and learning aspects, the product was assessed as excellent by the validators. Based on the scale of 1 to 5, the average scores of content, learning, display, and programming aspects were 4.67, 4.68, 3.95, and 4.13, respectively. From interest aspect, it was shown that the product was highly interesting averaged of 4.15. From the trial, the percentage of students’ learning mastery in Science, Bahasa Indonesia, Mathematics UN trials were 85%, 90%, and 31% in averages with the criteria of good, excellent, very poor, respectively.It is expected that this product will be able to assist Elementary School students in preparing their UN. Keywords: development, multimedia, National Examination


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.


2018 ◽  
Vol 1 (1) ◽  
pp. 102-113
Author(s):  
Al- Bahra

Human life can not be separated from the environment, both the natural environment and social environment. In environmental issues, humans have a very important role. There are many human activities that directly or indirectly have an impact on environmental damage, one of which is the activity of littering in any place. The purpose of this study was to determine the effect of knowledge and attitudes on trash disposal behavior in Muhammadiyah 34 elementary school students. This research uses quantitative correlation research with cross sectional study approach. The population in this study were all elementary school students with a population of 301 in the 2017 school year. The sample in this study was 83 people using the formula proposed by Nursalam. The results showed that students of Muhammadiyah 34 Elementary School who behaved poorly in disposing trash 46 (55.4%) respondents, with male gender as many as 38 (45.8%) respondents. Respondents who have poor knowledge 43 (51.8%) and who have negative attitudes 50 (60.2%) respondents. Inadequate availability of facilities for trash bins in schools 42 (50.6%), and teacher support that lacks support for 42 (50.6%) respondents. The results of the bivariate analysis with the chi square test of the variables studied showed that there was a relationship between gender, knowledge, attitudes, teacher support and the availability of trash facilities and the behavior of disposing garbage to the Muhammadiyah 34 Elementary School students. Keywords: Knowledge, Attitude, Behavior, Trash.


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 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.


2019 ◽  
Vol 2 (2) ◽  
Author(s):  
Tri Arie Bowo ◽  
Budiati Budiati

English is pivotal in the globalization era since it is a bridge that connects one country with others. People from around the world able to interact directly using English as the medium of communication. The mastery of English is usually followed by its accompanying culture (western culture). Elementary school students who obtain English without internalizing Pancasila (Indonesia Ideology) values tend to think individually and ignoring their surroundings. If it is continuing, it will lead to national disintegration. Therefore, this research contributes to combine the values of Pancasila with English. Data collection methods were descriptive qualitative in the form of surveys, interviews, and observations. The research begins with the observations in bookstores and textbooks for elementary school students. the development of the model will begin with data collection. The pre-development stage is in the form of qualitative data by collecting primary data. Primary data collection was obtained from sample of elementary schools in Ungaran. The flashcard development process was designed with the Research and Development research design. Based on the data analysis, Pancasila-based flashcard consist of 50 cards divided into 5 types that based on the five principle of Pancasila. Those types are Religiosity, Humanity, Unity, Democracy, and Equality. Further research and dissemination are needed to perfect Pancasila-based flashcard.


Sign in / Sign up

Export Citation Format

Share Document