scholarly journals The use of physics pocketbook based on augmented reality on planetary motion to improve students' learning achievement

2021 ◽  
Vol 11 (2) ◽  
pp. 526
Author(s):  
Nadi Suprapto ◽  
Handal Setyo Ibisono ◽  
Husni Mubarok

This article is one of the results of the augmented reality (AR)-based pocketbook development on the planetary motion which focuses on student learning achievement. The study used the ADDIE model: "Analysis-Design-Development-Implementation-Evaluation". In the Spring Semester 2020, researchers took these steps in producing an AR-based pocketbook on planetary motion materials. The trial carried out on 30 students at a public high school in Surabaya, Indonesia. Evaluation parameters included the quality of AR-based pocketbook, students' learning achievement, and research outputs. The results showed that: (1) the process of developing an AR-based pocketbook on planetary motion fulfilled the product quality criteria: validity, practicality, and effectiveness; (2) students' learning achievement increase as seen from the results of the pretest-posttest scores with the average Gain score was 0.63 in the moderate category; (3) through the development of an AR-based pocketbook, it resulted in some articles in journals and pocketbook media based on Augmented reality. Planetary motion in physics learning is an abstract concept and requires high reasoning. Therefore, the recommendation of this study is the use of AR as a media for learning in other abstract physics concepts.

Author(s):  
Nadi Suprapto ◽  
Wisnu Nandyansah ◽  
Husni Mubarok

This paper is one of the outcomes of the PicsAR (Physics Augmented Reality) research project that is focusing on the evaluation of students’ abstract thinking skills while utilizing augmented reality (AR) in the atomic model. The sequence of the research has emerged into three steps: developing, validating, and the evaluation of the PicsAR. The research utilized an ADDIE model: “Analysis-Design-Development-Implementation-Evaluation”. In Spring semester 2019, the authors conducted these steps and resulted in a pocket of PicsAR booklet and AR application based on Android. Then, the trial of application was conducted to 33 students in private high school in Surabaya, Indonesia. Parameters of evaluation included the quality of PicsAR, impact on students abstract thinking skills, and the research outcomes. The results indicated (1) the process of developing AR in atomic model fulfil the criteria of product quality: validity, practicality, and effectiveness, (2) performing of students’ abstract thinking skills reached at least 66.67% in the combination of good and very good categories of all reasoning categories, (3) through PicsAR research project resulted in two prior publications and one property right. The atomic model is one of abstract physics concept representative in presenting the use of augmented reality in physics learning; therefore, the recommendation of this research is another abstract physics concepts should address the use of AR as a media for learning.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Tika Aryanti Ningrum ◽  
Sonja Verra Tinneke L ◽  
Didimus Tanah Boleng

This study aims to develop a biology supplement book and find out the quality of a biology supplement book on biodiversity material sourced from local excellence in coastal areas, which is developed as a suitable source of learning biology for grade X students of SMA / MA. This research includes Research & Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The product assessment was conducted by 2 validators, 4 Biology Teachers, and 103 students. The instrument used was a questionnaire sheet. The assessment of student response trials was conducted at SMA Negeri 1 Muara Badak and SMA Negeri 2 Muara Badak. The data analysis technique uses descriptive qualitative and quantitative. Based on the results of the overall assessment, an average percentage of questionnaires per assessment indicator was obtained, namely material coverage indicators 89.9%, presentation indicators 90.4%, linguistic indicators 87.8%, graphic design indicators 89.3%, included in the Very Eligible (SL) category. The assessment obtained from the experts produced a percentage of eligibility of 91.25% including the Very Eligible (SL) category; biology teacher 90% eligibility percentage. Thus, biology supplement books on biodiversity materials sourced from local excellence in coastal areas are of good quality and are very suitable to be used as learning resources for class X students of SMA / MA. Obstacles encountered during the research and development of biology supplement books, including the preparation of materials, manufacturing of products and barriers in the testing class.


Author(s):  
Tyas Pratama Puja Kusuma ◽  
Muhamad Awiet Wiedanto Prasetyo

The research aims to produce applications that can analyze the quality of the questions, know the statistics of student grades, and determine the appropriateness of the items to be tested for the subjects of network system administration competence in Computer Network Engineering Class XI Vocational School Kesatrian. Research and development. The development model in this study uses the Analysis-Design-Development-Implementation-Evaluation (ADDIE) Model. With the stages of development, ranging from analysis, planning, development, implementation, and evaluation. The application is developed based on the website. This research resulted in the form of question items named Kana Buso Application, which is suitable as a medium for determining the quality of questions. This application is useful to make it easier for teachers to assess the quality of the items that will be given to students. Based on the test results, it can be concluded that the use of this application can also minimize student cheating in working on exam questions because the questions issued are random.


2020 ◽  
Vol 20 (1) ◽  
pp. 111-120
Author(s):  
Faizatur Rohmah

This study aims to (1) describe the process of syntax module development with the discovery learning model, and (2) describe the quality of a syntax module with the discovery learning models on a syntax material. This development model uses the ADDIE model (analysis, design, development, implementation, evaluation). The results of this study are (1) the process of the syntax module development designed through five stages, namely analysis, design, development, application, and evaluation; (2) the quality of the syntax module tested through the criteria of validity, practicality, and effectiveness. The validity data results are obtained from the expert validator assessment is of category very valid. The effectiveness data of student activities is of category good, the activity of the lecturers is of category very good, and the completeness of student learning is complete. The practicality data obtained from the assessment of the implementation of RPS is of category very good, student responses, and lecturer responses are of category positive.


2018 ◽  
Vol 4 (2) ◽  
pp. 35
Author(s):  
Dian Artha Kusumaningtyas

Assessment is an important component in the implementation of education. Efforts to improve the quality of education can be pursued through improving the quality of learning and the quality of the assessment system. Assessment must include cognitive, affective, and psychomotor aspects. This study aims to produce a portfolio with a scientific approach that can assess three aspects, namely cognitive, affective, and psychomotor aspects. Advancement of education needs to be thoroughly designed from the planning, implementation, and evaluation stages of learning. Assessment methods that are carried out include research and development using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Then, the product is validated by material expert lecturers, media experts, assessment experts, and teachers. The result of product feasibility testing in the form of portfolios are stated to be good and very good and it can be concluded that based on the expert validator's assessment, the product developed is stated to be suitable for use.


2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dewi Prabasari ◽  
Vera Yuli Erviana

The aim of this study; 1) to find out the steps to develop MacromediaFlash 8 Professional Based on the Character of Love of the Motherland in My Cultural Diversity Subtema for 4th grade students; 2) To find out the feasibility of MacromediaFlash 8 Professional Based on Land Love; 3) To find out student responses and teacher assessments of the quality of MacromdiaFlash 8 Professional that was developed. This study is a development research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class IV C students in a small group trial of 10 students and class IV B students in a large group trial. Techniques for collecting expert data collection (media experts, learning experts, material experts), on product trials using teacher assessment questionnaires and student responses as suggestions and input for the feasibility of MacromediaFlash 8 Professional Based on Love Characters Homeland that researchers developed. The results of the study showed that the assessment of media experts received a 77.7 score in the category "Eligible". Assessment of learning experts received a score of 86.5 with the category "Very Worthy". The assessment of material experts scored 81.6 with the "Very Worthy" category. In evaluating product trials (small groups) scored 91.85 in the "Very Worthy" category. In the assessment of usage trials (large groups) scored 91.60 in the "Very Worthy" category. The conclusion of use.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


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