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Development of Augmented Reality based Power Spin Learning Media Assemblr 3D PJBL model for Reaction and Timing Pattern Problems Rohmad Apriyanto; Hilmy Aliriad; Mohamad Da’i; Adi S; Suningsih, Suningsih; Wiji, Aris
Kinestetik : Jurnal Ilmiah Pendidikan Jasmani Vol 8 No 4 (2024): December
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jk.v8i4.38640

Abstract

This research was conducted to find out how the role of augmented reality technology in solving problems in the field regarding reaction patterns and timing in table tennis power spin shot techniques with the PjBL approach. the final product of this research is in the form of 3D augmented reality assemblr technology that can be applied via smartphone by scanning the barcode. The method used is R&D with the development design used is ADDIE. the stages in the model, namely analysis, design, development, implementation and evaluation. Augmented reality assemblr 3D product in the form of a barcode, which there are 6 main menus on the front display. the results of research on the subject of PJKR students in semester III of class 2023 show that augmented reality learning media can be implemented well with the results of testing Assemblr 3D AR (Augmented Reality) learning media obtained an average score of 90.77% with the category (very good). With an indicator of suitability of 89%, understandability of 93.5%, usefulness of 90%, skill development and learning motivation of 91.75 media functionality and convenience of 90%. Based on the results of the augmented reality test, it can be concluded that AR (Augmented Reality) technology is feasible to use as a learning media feasible to use as a medium for learning table tennis UNUGIRI PJKR students.
MENGOPTIMALKAN POTENSI ANAK DI ERA DIGITAL DI SEKOLAH DASAR KECAMATAN KENDURUAN TUBAN: OPTIMIZING CHILDREN’S POTENTIAL IN THE DIGITAL ERA IN ELEMENTARY SCHOOL IN KENDURUAN TUBAN SUB-DISTRICT Suningsih, Suningsih; Nurilfaza, Ahmad; Sukma, Sukma
PADIMAS Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2024): Padimas (Jurnal Pengabdian Masyarakat)
Publisher : PADIMAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/padimas.v3i2.3495

Abstract

The transformation of the digital era provides great opportunities for elementary school students to develop their potential through the integration of technology in the learning process. However, not all schools, especially in the Kenduruan District area, have adequate facilities or understanding to manage technology effectively. This research aims to analyze ways to optimize children's potential in the digital era at the elementary school level. The methods used involve field observations, interviews with teachers, and literature analysis. The results show that technology-based learning can increase student creativity and motivation. In conclusion, it is necessary to increase digital literacy for students and teachers, as well as adequate technological infrastructure support to optimize digital learning in elementary schools in Kenduruan District.
The Application of Mixed Reality Technology in The 5.0 Era Learning Pencak Silat to Support The Independent Curriculum Dai, Mohamad; Apriyanto, Rohmad; Kaito, Ishimoto; Dwi Yusrowatin, Choiriya; Suningsih, Suningsih
Journal of Sport Science and Education Vol 9 No 2 (2024)
Publisher : Faculty of Sport and Health Sciences

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jossae.v9n2.p121-131

Abstract

Pencak silat, as a cultural heritage and traditional sport of Indonesia, holds high cultural, spiritual, and physical skill values. One of the promising technologies in the 5.0 era to be applied in supporting the Independent Curriculum is Mixed Reality (MR). This research aims to develop and test the application of MR technology in the learning of pencak silat to support the Independent Curriculum in the 5.0 era. Using the Research and Development (R&D) method, this study goes through several stages, including needs analysis, product development, product design, development, implementation, and finally evaluation. The developed MR application allows students to learn the movements of pencak silat virtually in an interactive environment. The research results indicate a significant improvement in students' abilities. The average pretest score of 60.35 increased to 85.45 on the posttest after the use of the MR application, demonstrating an enhancement in students' understanding and skills. In addition, the results of the validation tests by material and media experts are both in the "Very Good" category, indicating that this MR application is suitable for use in learning. This technology also supports more flexible learning in accordance with the principles of the Independent Curriculum, which emphasizes differentiated learning, although there are challenges regarding infrastructure readiness and teacher training.
PENGEMBANGAN MODEL PEMBELAJARAN MENGGUNAKAN E-LEARNING UNTUK KETERAMPILAN PROSES BELAJAR IPA HARYATI, HARYATI; SUNINGSIH, SUNINGSIH; ROSYANTI, ROSYANTI; PURWANDARI, KIKI; DWI DAMAYANTI, ARUM; ASTUTI, DEWI; SARI DEWI, RATNA
Jurnal Ilmiah IPA dan Matematika (JIIM) Vol. 1 No. 2 (2023): Mei
Publisher : Perkumpulan Cendekia Muda Kreatif Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61116/jiim.v1i2.147

Abstract

Penguasaan kompetensi keterampilan proses IPA diperlukan umpan balik yang berkesinambungan. Penggunaan e-learning menjadi alternatif dalam mengatasi keterbatasan waktu pada pembelajaran tatap muka. Penelitian ini bertujuan untuk mengembangkan model pembelajaran yang terintegrasi pada E-learning untuk keterampilan proses IPA. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan yang mengacu pada pendekatan penelitian dan pengembangan Willis yang terdiri dari tiga tahapan: analisis kebutuhan, pengembangan dan evaluasi. Pada disetiap tahapan dikombinasikan dengan model model 4C & DO untuk mengembangkan bahan pembelajaran. Evaluasi formatif dimulai dari evaluasi ahli, uji coba perorangan dan kelompok kecil yang bertujuan untuk menilai kelayakan produk pembelajaran yang dikembangkan. Hasil penelitian menunjukkan nilai rata-rata ahli materi 3.6 yang berarti produk tersebut dinilai baik, ahli bahasa 3,9 yang berarti produk tersebut baik, ahli desain pembelajaran 3,5 yang berarti produk tersebut baik, dan ahli media 3,4 yang berarti produk tersebut dinilai baik. Kemudian pada tahap uji coba terhadap peserta didik hasil rata-rata untuk tahap uji perorangan 3,8 yang berarti produk tersebut dinilai sangat baik dan pada tahap ini uji coba uji lapangan 3.7 dianggap baik. Hasil pre test dan post test menunjukkan peningkatan presentase ketuntasan hasil belajar peserta didik sebesar 37,5%. Sehingga dapat disimpulkan pengembangan model pembelajaran menggunakan E-learning efektif untuk meningkatkan keterampilan proses IPA.