Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang

  • Khaerul Anam Universitas Terbuka
  • Gunawan Wiradharma Prodi Ilmu Komunikasi, FHISIP, Universitas Terbuka
  • Mario Aditya Prasetyo Prodi Ilmu Komunikasi, FHISIP, Universitas Terbuka

Abstract

The purpose of this research is to develop and conduct a feasibility test of mobile learning applications based on augmented reality materials. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are in accordance with the theory put forward by Borg & Gall. This study focuses on the application development section which consists of two stages. The first stage is the initial trial to create content and application views. The second stage is the feasibility of the application according to linguists, materials and media experts. The results of the study show that the overall average feasibility of this mobile learning media is 85.4% with the interpretation of "Very Good". The results of the overall assessment of the feasibility of this mobile learning language are 78.8% with the interpretation of "Good". The results of the overall average assessment of this mobile learning media material are 79.7% with the interpretation of "Good". Based on the results of the media feasibility test, it can be concluded that the resulting ABRAR mobile learning, Spatial Animation with Augmented Reality fulfills the good criteria and is suitable for use as a learning medium for geometric material.

 

Keywords: application, augmented reality, building space, learning media, mobile learning.

References

Ally, M. Ed. . (2009). Mobile learning: Transforming the delivery of education and training. Athabasca University Press.

Azuma. (1997). On the projections of generalized upper Lq-spectrum. Chaos, Solitons and Fractals, 42(3), 1451–1462. https://doi.org/10.1016/j.chaos.2009.03.056

Azuma, R. . (2014). A Survey Of Augmented Reality : Presence Teleoperators and Virtual Environments Hughes Research Laboratories.

Domingo, M. G., & Garganté, A. B. (2016). Exploring the use of educational technology in primary education: Teachers’ perception of mobile technology learning impacts and applications’ use in the classroom. Computers in Human Behavior, 56, 21–28.

Gall, M. D., Gall, J. P., & Borg, W. R. (2003). Educational Research : An Introduction (7th ed.).

Pearson. Kariadinata, R. (2010). Kemampuan visualisasi geometri spasial siswa Madrasah Aliyah Negeri (MAN) kelas X melalui software pembelajaran mandiri. Jurnal Edumat, 1(2), 1–13.

Khotimah, K., & Satiti, W. S. (2019). Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Materi Bangun Ruang Sisi Datar Kelas VIII. In Prosiding Seminar Nasional Multidisiplin, 2(1), 99–105.

Mehdipour, Y., & Zerehkafi, H. (2013). Mobile learning for education: Benefits and challenges. International Journal of Computational Engineering Research, 3(6), 93–101.

Nugroho, N. A., & Ramadhani, A. (2015). Aplikasi pengenalan bangun ruang berbasis Augmented Reality menggunakan android. Jurnal Sains Dan Informatika, 1(1), 20–24.

Nurhasanah, Z., Widodo, A., & Riandi, R. (2019). Augmented reality to facilitate students’ biology mastering concepts and digital literacy. JPBI (Jurnal Pendidikan Biologi Indonesia), 5(3), 481–488.

Riduwan. (2012). Dasar-dasar Statistika. Alfabeta.

Subagyo, A., Listyorini, T., & Susanto, A. (2015). Pengenalan Rumus Bangun Ruang Matematika Berbasis Augmented Reality. Prosiding SNATIF, 29–32.

Sugiyono. (2017). Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Sujadi, H., Rusnandi, E., & Fauzyah, E. F. N. (2015). Implementasi Augmented Reality (AR) pada Pengembangan Media Pembelajaran Pemodelan Bangun Ruang 3D untuk Siswa Sekolah Dasar.

Sungkur, R. K., Panchoo, A., & Bhoyroo, N. K. (2016). Augmented reality, the future of contextual mobile learning. Interactive Technology and Smart Education, 13(2), 123–146.
Suryawinata, B. A. (2010). Pemanfaatan Augmented Reality dalam Memvisualisasikan Produk Perumahan Melalui Internet. 1(2), 758–769.

Syahfitri, L., & Ristontowi, R. (2016). Pemahaman Konsep Matematika Siswa pada Pembelajaran Peraihan Konsep. Jurnal Math-UMB. EDU, 3(3).
Published
2022-12-31
Abstract viewed = 43 times
pdf downloaded = 49 times