scholarly journals ANALISA PEMBELAJARAN AKSARA BALI BERBASIS AUGMENTED REALITY MENGGUNAKAN MODEL KANO DAN MODEL USE QUESTIONNAIRE

2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Gerson Feoh ◽  
Christian Tonyjanto ◽  
Rheza Paleva Wiryadikara

<p>ABSTRACT<br />This study aims to analyze the implementation of Augmented Reality (AR-Learning) in the learning of Balinese Script in elementary school age students. The Balinese script as one of the regional scripts that has become one of the regional writings to be introduced compulsorily to school children from elementary school through high school in the province of Bali. The conventional learning model introducing Balinese Script is often unsuccessful due to the lack of interesting process of introducing and learning the Balinese Script. For this reason, alternative learning methods using technology can be implemented, one of which uses Augmented Reality, or better known as AR-Learning. By utilizing Android-based smartphones, learning Balinese script will certainly be more fun for elementary school students. In this study, students of grade 3 SDN 1 B.B Agung used a case study in this research.<br />The results of this study are the Balinese Augmented Reality card complete with an analysis of Android-based Balinese learning implementation with Augmented Reality technology using the Kano Model to categorize the attributes of AR-Learning user satisfaction and the USE Questionnaire Model for evaluation of usability recommendations for applications based on 4 quality dimensions namely the dimensions of usefulness, ease of use, ease of learning, and satisfaction.<br />Keywords: Balinese Script, Augmented Reality, Extent of Satisfaction, Extent of Dissatisfaction, Canoe Model.<br />ABSTRAK<br />Penelitian ini bertujuan untuk menganalisis impelementasi Augmented Reality (AR-Learning) dalam pembelajaran Aksara Bali pada siswa usia sekolah dasar. Aksara Bali sebagai salah satu aksara daerah yang sampai saat ini menjadi salah satu tulisan daerah yang wajib diperkenalkan kepada anak-anak sekolah mulai usia Sekolah Dasar sampai dengan Sekolah Menengah Atas di Provinsi Bali. Model pembelajaran konvensional mengenalkan Aksara Bali seringkali tidak berhasil karena kurang menariknya proses pengenalan dan pembelajaran Aksara Bali tersebut. Untuk itu, diperlukan metode pembelajaran yang memanfaatkan teknologi dalam pembelajaran, salah satu nya menggunakan Augmented Reality, atau lebih dikenal dengan AR-Learning. Dengan memanfaatkan smartphone berbasis Android, pembelajaran Aksara Bali tentunya akan lebih menyenangkan siswa-siswi Sekolah Dasar. Dalam peneliitian siswa-siswi kelas 3 SDN 1 B.B Agung digunakan studi kasus dalam penelitian ini.<br />Hasil dari penelitian ini adalah kartu Augmented Reality Aksara Bali lengkap dengan analisa implementasi pembelajaran Aksara Bali berbasis Android dengan teknologi Augmented Reality menggunakan Model Kano untuk mengkategorikan atribut-atribut kepuasan pengguna AR-Learning dan Model USE Questionnaire untuk evaluasi usabilitas rekomendasi terhadap aplikasi berdasarkan 4 dimensi kualitas yaitu dimensi usefulness, ease of use, ease of learning, dan satisfaction.<br />Kata Kunci: Aksara Bali, Augmented Reality, Extent Of Satisfaction, Extent Of Dissatisfaction, Kano Model.</p>

2021 ◽  
Vol 10 (3) ◽  
pp. e14910312823
Author(s):  
Hidayat Hidayat ◽  
Sukmawarti Sukmawarti ◽  
Suwanto Suwanto

The application of Augmented Reality in the education sector has increased, the novelty of Augmented Reality technology has become a special attraction for stake holders to improve the quality of education. However, so far there is still a lack of literature studies that focus on investigating the application of Augmented Reality to students at the basic education level. This study presents a literature review on the use of Augmented Reality technology to students at the basic education level. Articles that were synthesized from 2010 to 2020 indexed by Google Schoolar were 10 articles. Using qualitative content analysis, this study attempts to answer two questions; (1) What is the impact of the application of Augmented Reality on the learning outcomes of Elementary School Students? and (2) how does the Pedagogic Perspective view Augmented Reality?


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 10 (1) ◽  
pp. 45
Author(s):  
I Made Satya Vyasa ◽  
I Gede Arta Wibawa

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.


2020 ◽  
Vol 65 (12) ◽  
pp. 85-95
Author(s):  
Tung Nguyen Thi Thanh ◽  
Thinh Hoang Thi

The purpose of this study is to build the framework about the influence of families on the formation and personality development of elementary school students in Vietnam. The research results show that there are 5 contents and 5 methods in family education that are commonly used by parents of students in urban areas of Vietnam where economic and social conditions are common. With a traditional Confucian education background, Vietnamese families always give a lot of attention to their children. However, the fact that the “excessive” care of Vietnamese parents negatively affects the personal development of elementary school age children. Besides, the paper contributes to the literature on the role of family education in Vietnam in the development of elementary school student character.


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


1996 ◽  
Vol 82 (2) ◽  
pp. 383-394
Author(s):  
Christine A. Readdick ◽  
Kay S. Grise ◽  
Jeanne R. Heitmeyer ◽  
Marla H. Furst

In this study 223 children in kindergarten through Grade 5 were surveyed about their school clothing: their typical and preferred style of dress, their feelings about their clothing, and their role in clothing acquisition and care. The contribution of selected demographic variables to children's self-perception and to management of appearance was examined. By and large, children expressed highly positive feelings about their school clothing. Shorts or long pants with a T-shirt were the typical school clothing of boys and girls. Age was associated with more differences in self-perception and management of appearance than any other variable. Children in kindergarten through Grade 3 reported more positive feelings about the clothing they were wearing on testing day and appraisals of their own clothes vis-à-vis their friends' than did those in Grades 4 and 5. The latter group reported more shopping in specialty stores, more “mom and I” purchasing, and more clothes washing and ironing than did younger children.


2020 ◽  
Vol 3 (4) ◽  
pp. 141-147
Author(s):  
Nurlan O. Baigabylov ◽  
Bayan M. Baigusheva ◽  
Kanagat M. Baigusheva

Augmented reality is increasingly used in education and its further spread is predicted as one of the technological trends. The benefits of using augmented reality are contributing to the increasing use of augmented reality in education. The purpose of the research is to study the use of augmented reality technology in teaching. The article provides the overview of the development of augmented reality and presents the results of a survey of teachers who attended the advanced training course. According to the results of the survey, the readiness of teachers to use this technology and the feasibility of its use in various methods and forms of training organization were determined. A special feature of the use of augmented reality in education is its accessibility and ease of use of ready-made mobile applications and services.


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