scholarly journals Aplikasi Android Mengenal Tata Surya Berbasis Augmented Reality Sebagai Media Belajar Interaktif Siswa Sekolah Dasar

2020 ◽  
Vol 2 (2) ◽  
pp. 151-158
Author(s):  
Galih Ashari Rakhmat

The use of Android-based smartphones is currently increasing rapidly. This makes application developers compete to create various applications. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment. AR is a visualization technology that is currently being developed in several fields. Augmented Reality application in the field of education developed in this study is to discuss the solar system for elementary school students. By presenting a good application content, children's imagination will develop positively. Many media explain about the solar system, such as books and videos. However, the development of Augmented Reality-based media is expected to provide its own insights for students. This research has successfully developed a prototype of a product or media in the form of a book that can be interacted with the AR application on an Android smartphone. The discussion in this study will focus on the application side designed, not on the interactive book design side. Regarding the interactive book media, visual displays of books which have been developed. Application testing has been done by directly interacting with students at the elementary school level, then they respond to the questionnaire. The results of these tests are, the level of usability of the application gets a good response and is easy for use by elementary school students

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.


2019 ◽  
Vol 8 (2) ◽  
pp. 139
Author(s):  
Hadi Gunawan ◽  
Guslinda Guslinda

The background of this research is the importance of the attitude of caring for the environment that is planted early on starting from the elementary school level. The purpose of this study is to find out how the attitude of caring for students' environment in 184 Pekanbaru Elementary School. This research is quantitative descriptive research type. This research was conducted at 184 Pekanbaru Elementary School. Based on the results of research assessed from 6 indicators, namely cleaning toilets, cleaning trash cans, cleaning the school environment, beautifying classrooms and schools with plants, participating in maintaining parks in schools and participating in maintaining environmental cleanliness. Based on the results of the study showed that 184 Pekanbaru Public Elementary School students have a very caring attitude towards the environment with an acquisition value of 89.02 in the very caring category


Author(s):  
Meiliana Nurfitriani ◽  
Mohammad Fahmi Nugraha ◽  
Budi Hendrawan

This study aims to determine how integrated thematic-based English learning is for elementary school students. The method used is a qualitative research method with descriptive analysis techniques with library research by examining the implementation of integrated thematic-based English learning for elementary school students. Data collection is done by reducing documents in the form of reports, news and research articles both nationally and internationally related to the topic of this research article. The results showed that the integration between student experience and previous knowledge possessed by children with English learning presented in a theme, will help children to gain knowledge, skills, and attitudes holistically. The theme developed is of course taking into account the children's knowledge, interests, and environment. Each skill in English is also not taught separately but is learned in an integrated manner with other skills. Therefore, the concept of learning English as a foreign language in accordance with the concept of an integrated thematic approach will be able to provide the value of knowledge, skills, and attitudes as a whole whose process is in line with the characteristics of children at the elementary school level.


2018 ◽  
Vol 1 (3) ◽  
pp. 508
Author(s):  
CLARA RIYANTI TERESA

Indonesia is an archipelago with a variety of cultures, one of which is the traditional clothing. According to the Indonesian elementary school curriculum in 2013, the contents about Indonesian Traditional Clothing are taught in grade four elementary school. The writer gathered the fact that only a few children who are interested in Indonesian Traditional Clothing because the learning media is very minimal and unattractive. The improvements of technology especially on smartphone can be the best way to apply the more attractive education for children. This design aims to introduce Indonesian Traditional Clothing in interesting and innovative ways to improve children’s interest. It also uses attractive media in books and takes advantage of the children’s smartphone to teach the material of Indonesian Traditional Clothing. Through this design, the book still serves as the main medium of learning; to attract children to learn about Indonesia clothing can be delivered effectively. The method used to collect data are literatures study and interview, then experiments in drawing the traditional costumes using the preferable illustration style. The final stag is to create an interactive book that integrates with smartphone applications to convey information about Indonesian Traditional Clothing children. The book is completed with interesting visual and peek-a-boo interactive that can be connected to a smartphone application as a supporting medium with audio features. Through this book design, children can get to know and be interested in Indonesian Traditional Clothing, so it can be known from the early age. Keywords: book; children; Indonesian traditional clothing; interactive


Author(s):  
Achmad Chuseri ◽  
Titi Anjarini ◽  
Riawan Yudi Purwoko

Learning media is an important tool in learning proces, especially learning media that are made based on student needs and characteristics. One of learning media that is effectively applied at the primary school level is a module. This study aims to produce and determine the feasibility of mathematics learning media in the form of HOTS integrated realistic-based modules on volume building materials (cubes and blocks) as learning media for fifth grade elementary school students. The subjects of study were six students of grade V SD Negeri Sindurjan. The research method was used R&D (Research and Development) using ADDIE model. The ADDIE model consists of analysis, design, development, implementation, evaluation. Based on the results of research (1), a HOTS integrated realistic mathematics module development product is produced. (2) The validation results obtained from the evaluation of media experts by 3.20 and material experts by 3.65. From the two results, it was developed to be 3.40 or > 3.25, the very valid category. (3) The practicality questionnaire was obtained from the student response assessment of 3.40 or > 3.25 with the very practical category. Thus the HOTS integrated realistic-based mathematics module is suitable for use as a learning medium for fifth grade elementary school students.


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.


Author(s):  
Sukamto Sukamto

This study in the background backs low student motivation, especially elementary school mathematics subject matter. Mathematics courses is one of the lessons learned from the primary school level. Even informally parents have taught mathematics to the toddler through the tools of play. Elementary students have thought of mathematics courses is subject scary and considered difficult. Mathematics courses are eye pelajarana considered difficult for students, student motivation to learn a low, monotonous learning process, uninteresting and boring for students. Students in participating in math do not wholeheartedly and only keterpaksaaan alone. Conditions like these that lead to low mathematics achievement.One of the characteristics of mathematics is to have an abstract object and became one of the difficulties faced by both teachers to teach and students in understanding it. Teachers as educators should be aware that elementary school students still think concretely. This causes the teacher should try to reduce the abstract nature of mathematical objects so as to facilitate the students understand the subject matter, but still directed towards the achievement of learning abstract thinking ability of students. Elementary school students still think concretely, it is easy to understand if it can be detected by the senses. Learning strategies should be able to maximize all potential, every student has the same right to succeed. All the elements that underpin the success of learning should be mixed into an accumulation that really create a learning atmosphere. Some of the techniques used is to give positive suggestions with seats the students are comfortable, put background music in the classroom, increasing the participation of individuals, using posters to give a great impression while highlight information (DePorter, 2005: 14). Thus we can conclude quantum mathematics learning strategy learning can increase students' motivation.


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