DEVELOPMENT OF INTERACTIVE LEARNING MEDIA FOR THE BASICS OF ELECTRICAL ENGINEERING BASED ON AUGMENTED REALITY
Abstract
The purpose of this study is to clarify the development process of interactive learning media for the fundamentals of electrical engineering based on Augmented Reallity (AR) and to assess the feasibility of AR-based interactive learning media to help students of Class X to understand the content related for the basics of electrical engineering at vocational high schools. This study use methodology Research and Development, specifically Waterfall model (2010). The research subjects consisted of five lecturers and one teacher. Data collection methods included both tests and non-tests. The interactive learning media trials yielded positive results for the development of AR-based electricity engineering as a teaching material. The average overall score given by media experts was 48 in range of π₯ β₯ 42 it is the 'Very Appropriate' category. The material experts gave an overall aspect score of 21,333 on average, with a range of π₯ β₯ 18 it is 'Very Appropriate' category. The average overall score of student respond to AR-based learning media was 40,655 on average, with a range of π₯ β₯ 36 in the 'Very Appropriate' category.
Keywords
Full Text:
PDFArticle Metrics :
References
Afifah, B., Widiyaningtyas, T., & Pujianto, U. (2019). Development of Computer Assembly Teaching Materials Containing Augmented Reality to Increase Student Learning Activeness. TEKNO Journal, 29(2), 97. https://doi.org/10.17977/um034v29i2p97-115
Chaeruman, U.A. (2019). Learning Media Evaluation Instrument. https://doi.org/10.13140/RG.2.2.14419.12329
Firdanu, R., Achmadi, S., & Adi Wibowo, S. (2020). Utilization of Augmented Reality as a Learning Media regarding Construction Equipment in the World of Android-Based Education. JATI (Informatics Engineering Student Journal), 4(2), 276β282. https://doi.org/10.36040/jati.v4i2.2657.
Hidayat, WN, Sutikno, TA, Dwi, C., Kartikasari, I., & Firdaus, AF (2019). Improving Augmented Reality Based Learning Media Creation Skills for Vocational School Teachers. Graha Devotion Journal, 1(2), 93β103.
Mardiana, Muhammad, MA, Septama, HD, & Fitriyani. (2021). Augmented Reality Based on Image Marker Tracking for Book Recognition Systems in Libraries. Lampung University Engineering Professional Journal, 2(2), 30β35. https://doi.org/10.23960/jpi.v2n2.62.
Maulana, YI (2017). Design of Teacher and School Data Collection Information System Software (Sindaru) at the South Tangerang City Education Office. Pilar Nusa Mandiri Journal, 13(1): 21-27
Nizwardi, J., & Ambiyar, A. (2016). Media & Learning Resources. Jakarta : Kencana, 1β236.
Pressman, Roger S. (2010). Software Engineering: a Practitioner's Approach Seventh Edition. New York: McGraw-Hill.
Rezaldi, L., Nugroho, MA, & Anggoro, PDW (2023). Implementation of Vuforia in the Augmented-Reality Application for Learning the Solar System. JuTI βJournal of Information Technology,β 1(2), 72. https://doi.org/10.26798/juti.v1i2.805
Rohani, & S Karo-Karo, IR (2018). Benefits of Media in Learning. Axiom: Journal of Mathematics Education, Vol. VII, 91β96.
Sari, Helsy, I., Aisyah, R., & Irwansyah Septi, F. (2021). Learning Media Module. In SUNAN GUNUNG DJATI STATE ISLAMIC UNIVERSITY BANDUNG (pp. 2013β2015).
Sari, IP (2021). Software engineering. Medan: Umsu Press.
Sari, SDP (2015). Benefits of ICT (Information and Communication Technology) Based Learning Media in Indonesian Language Learning. ICT Development in Learning, November, 115β123. https://jurnal.fkip.uns.ac.id/index.php/psdtp/article/view/9055
Sari, SY, Sundari, PD, Jhora, FU, & Hidayati, H. (2020). Study of the Results of Technical Guidance for the Development of 21st Century Skills-Based Learning Tools in the Context of Implementing the Merdeka Learning Program. Journal of Educational Exacts (JEP), 4(2), 189. https://doi.org/10.24036/jep/vol4-iss2/527
Sugiyono. (2013). QUANTITATIVE, QUALITATIVE, AND R&D RESEARCH METHODS. Bandung: CV ALFABETA
Sugiyono. (2016). Educational Research Methods (Quantitative, Qualitative and R&D Approaches). Alphabet.
Sungkono, S., Apiati, V., & Santika, S. (2022). Learning Media Based on Augmented Reality Technology. Mosharafa: Journal of Mathematics Education, 11(3), 459β470. https://doi.org/10.31980/mosharafa.v11i3.1534
Sommerville, Ian. (2016). Software Engineering Tenth Edition. America: Westford Courier
Wijaya, EY, Sudjimat, DA, & Nyoto, A. (2016). Transformation of 21st Century Education as a Demand for Human Resource Development in the Global Era. Proceedings of the National Seminar on Mathematics Education, 1, 263β278.