Implementasi Pembelajaran Teknologi Informasi Berbasis Augmented Reality di Sekolah Menengah Kejuruan
-
Published: June 12, 2023
-
Page: 64-69
Abstract
Augmented Reality (AR) is a technology that combines virtual objects with real objects. One of the fields that uses AR technology is the field of education, especially for learning information technology, computer installation materials. used as a learning aid to make students better understand the material provided. This study describes the use of AR technology in learning about the human excretory system using AR technology while aiming to increase students' digital literacy and optimize the use of digital media in the learning process. In making learning applications using the AR method, the authors use the Marker Based Tracking AR method. The purpose of this research is to make it easy for students to learn and understand the material, so that learning becomes more interesting and not boring. In this application each object is displayed with a visual image in 3D using animation, sound and attractive colors. The research methods in this study are literature studies, field studies, and sample calculations. The results of this study are mobile applications that are used as a supporting tool to assist the learning process.
- Adnan, F., Prasetyo, B., & Nuriman. (2017). Usability Testing Analysis on The Bana Game As Education Game Design
- References on Junior High School. Jurnal Pendidikan IPA Indonesia , 88-94.
- Ali, M., & Asrori, M. (2014). Metodologi & Aplikasi Riset Pendidikan. Jakarta: PT Bumi Aksara.
- Andrian, Joni & Hasan Maksum.(2020). ”Development of Android-Based Learning Media in The Subjects of Planning and
- Installation Video Audio System”. Journal of Education And Technology, Volume 3 Nomor (2): 193-203.
- Arsyad, A. (2015). Media Pembelajaran. Kota Depok: PT. Rajo Grafindo Persada.
- Bachtiar, Sadiman, A. S., Rahardjo, R., Haryono, Anung dan Harjito. (2014). Media Pendidikan Pengertian, Pengembangan, dan Pemanfaatannya. Jakarta: Rajawali Pers.
- Borg, W.R. & Gall, M.D. (1983). Educational Research: An Introduction, Fifth Edition. New York: Longman.
- Cahyo, A. N. (2011). Gudang Permainan Kreatif Khusus Asah Otak Kiri Anak. Jogjakarta: Flash Books.
- Dananjaya, U. (2010). Media Pembelajaran Aktif. Bandung: Penerbit NUANSA.
- Darmodjo, Hendro, Jenny R.E. Kaligis. (2002). Pendidikan IPA II. Jakarta: Depdikbud, Dirjen Dikti Proyek Pembinaan
- Tenaga Kependidikan.
- Fernández‐García, C. (2021). Effect of augmented reality on school journalism: A tool for developing communication competencies in virtual environments. The Electronic Journal of Information Systems in Developing Countries, e12169.
- Halimovna, K. S., Nurilloevna, M. O., Radzhabovna, K. D., Shavkatovna, R. G., & Hamidovna, R. I. (2021). The Role of Modern Pedagogical Technologies in the Formation of Students' Communicative Competence. Religación, 4, 261-265.
- Harjito.(2014). Media Pendidikan (Pendidikan, Pengembangan dan Pemanfaatan). Jakarta: PT Raja Grafindo Persada
- Khairani, Nikmatul & Hasan Maksum.(2020). ”Development of Android-Based Learning Media in Simulation and Digital
- Communication Subjects”. Journal of Education And Technology, Volume 3, Nomor 2: 183-192.
- Kunandar. (2007). Guru Profesional: Implementasi Kurikulum Tingkat Satuan Pendidikan (KTSP) dan Sukses dalam Sertifikasi
- Guru. Jakarta: Raja Grafindo Persada
- Luhsasi, D. I. (2017). Penggunaan Game Online Berkategori Casual Sebagai Sarana Pendidikan Literasi Keuangan dan Pengolahan
- Keuangan Mahasiswa. Jurnal Riset Akuntansi dan Keuangan Volume 5 No. 2 , 125-137.
- Lacka, E., Wong, T. C., & Haddoud, M. (2021). Can digital technologies improve students’ efficiency? Exploring the role of Virtual Learning Environment and Social Media use in Higher Education. Computers & Education, 1–12.
- Mulyasa, H. E. (2013). Pengembangan dan Implementasi Kurikulum 2013. Bandung: PT. Remaja Rosdakarya.
- R. Y. Endra and D. R. Agustina, “Media Pembelajaran Pengenalan Perangkat Keras Komputer Menggunakan Augmented Reality,” Expert – J. Manag. Sist. Inf. dan Teknol., vol. 9, no. 2, pp. 63–69, 2019, [Online]. Available: http://jurnal.ubl.ac.id/index.php/expert/article/vi ew/1311/1503.
- Sudjana, Rivai. (1992). “Manfaat Media Pengajaran”. Bandung: PT.Tarsito Bandung.
- Sugiyono. (2014). Metode Penelitian Kuantitatif Kualitatif dan R&D. Bandung: Alfabeta.
- Sugiyono. (2017). Metode Penelitian dan Pengembangan (Research & Development). Bandung: Alfabeta.
- Suprapto, N. A. (2013). Permainan Monopoli sebagai Media untuk Mneingkatkan Minat Belajar Tata Boga di SMA. Jurnal Ilmiah
- Guru "COPE" Nomor 01 , 37-42.
- Susilana, R., & Riyana, C. (2009). MEDIA PEMBELAJARAN (Hakikat, Pengembangan, Pemanfaatan dan Penilaian).
- Bandung: CV Wacana Prima.
- Sutarti, T., Irawan, E., & Mulyadi. (2017). Kiat Sukses Meraih Hibah Penelitian Pengembangan. Yogyakarta: Penerbit
- Deepublish (Grup Penerbitan CV Budi Utama).
- Thiagarajan, S. (1974). Instructional Development for Training Teachers of Expectional Children: A Sourcebook. Minneapolis: Indiana University.
- Widoyoko, E. P. (2014). Penilaian Hasil Pembelajaran di Sekolah. Yogyakarta: Pustaka Pelajar.