IMPLEMENTASI TEKNOLOGI AUGMENTED REALITY DALAM MEDIA PEMBELAJARAN BERBASIS MAGIC BOOK
<p> Untuk membuat produk media AR berbasis magic book dan menguji media tersebut.</p>
Jelajahi seluruh publikasi yang tersedia.
<p> Untuk membuat produk media AR berbasis magic book dan menguji media tersebut.</p>
<p> This study aims to determine students' perceptions of learning English during the COVID-19 pandemic at SMK N 2 Pariaman.</p>
This research is based on the lack of innovative learning media that is easily accessible and suitable for the characteristics of students. This research aims to produce a learning media in the form of science learning educational games aimed at fifth-grade elementary school students. This educational game was developed using Construct2. This type of research is research and development (RnD) with the 4D development model (Define, Design, Develop and Disseminate). This educational game validation was obtained from media experts consisting of lecturers, practitioners, and teachers whose fields correspond to the media being developed. The questionnaire distributed to media experts obtained an average value of 0.97 which was categorized as valid. This educational game was also tested on users consisting of 21 fifth grade elementary school students, and obtained an average score of 94.15 in the very good category, this indicates that the science learning educational game for elementary school children is also very suitable for grade students. V elementary school which is evident from the assessment of grade V elementary school students who stated that this media was very good.
Education is an important part in signaling the progress of a country, especially for a developing country, namely Indonesia. Education aims to improve intellectuals, skills and habits to change one's attitudes and thoughts in order to create a generation of potential and quality in all aspects of life. For Mild Autistic Children at the Amanah Bunda Special School (SLB), there was a problem where the learning media still used the natural surroundings such as grass, took it from the internet and then printed it. The use of media is repeated without any development so that it makes students feel bored, not to mention the erratic mood changes of students. So that the Researchers Design Educational Game Learning Media for Children with Special Needs (ABK) Using Scratch on Mild Autistic Children in Amanah Bunda Special Schools (SLB). The method used in this research is the 4-D (four D) version development method. 4D which consists of define, design, develop, and develop Luther-Sutopo multimedia. The results of the validity test of 2 tests are expert is 0.79 with valid criteria, and the results of the test with 2 practicality examiners with a total of 0.91 with very high criteria, and the results effectiveness test with teachers worth 0.05 who are effective and students have an average value of 0.86. And it can be concluded that this educational game learning media is valid, practical and effective and can be used by mild autistic students.
Media pembelajaran merupakan komponen yang sangat penting disiapkan oleh seorang guru untuk memudahkan ketika proses mengajar. Media pembelajaran bisa digunakan oleh siswa pada saat belajar di dalam kelas maupun saat belajar mandiri di sekolah ataupun di rumah. Pada pembelajaran di SMK sangat membutuhkan media pembelajaran, karena dalam pembelajaran SMK lebih mengutamakan praktikum dari pada teori. Permasalah dalam penelitin ini adalah pada pembelajaran Personal Computer dan Peripheral di SMKN 1 Ampek Angkek hanya menggunakan buku teks saja. Sehingga masih banyak ditemukan siswa yang tidak memahami materi pembelajaran. Proses belajar berjalan monoton, kaku, dan membosankan bagi siswa. Pada penelitian ini dirancang sebuah media pembelajaran interaktif untuk materi Personal Computer dan Peripheral. Media pembelajaran yang dihasilkan adalah dalam bentuk magic book. Magic book adalah buku cerita biasa yang di dalam halamannya ditambahkan marker untuk menempatkan objek virtual yang dapat dilihat dengan menggunakan Head Mount Display (HMD). Penelitian ini juga menghasilkan sebuah aplikasi (apk) berbasis teknologi augmented reality. Aplikasi tersebut dipasang pada sebuah smartphone android, dan digunakan untuk membaca magic book yang telah dihasilkan. Teknologi augmented reality adalah teknologi yang memungkinkan penggabungan objek virtual 3 dimensi dengan realita sebenarnya. Pengguna dapat melihat objek tersebut dari berbagai sudut pandang sehingga memberikan kesan dan pengalaman belajar yang lebih menarik. Hasil uji validitas yang dilakukan pada produk penelitian ini memperoleh nilai 0,81 (valid). Untuk hasil uji praktikalitas mendapatkan nilai 94,16 (sangat praktis). Sedangkan hasil uji efektivitas nilainya adalah 0,87 (efektif).