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Development of an augmented reality-assisted e-module on the virus topic to improve students' conceptual understanding and learning independence Mauludin, Nurman; Ismaniati, Christina; Rassyi, Sultan Fakhrur
Assimilation: Indonesian Journal of Biology Education Vol 8, No 2 (2025): July 2025
Publisher : Department of Biology Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/aijbe.v8i2.91025

Abstract

The research and development aims to produce learning resources in the form of augmented reality-assisted e-modules on virus materials that are: (1) suitable for use, (2) practical, and (3) effective for improving material understanding and learning independence of high school grade X students. This type of research was research and development, using the development model ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The data analysis technique used was the MANOVA test with a significance level of 0.05. The results of this research and development are the product of an assisted e-module learning resource augmented reality on virus material for high school class X, with the following results: (1) feasible based on the results of the validity test by material experts, media experts, and trials with students, (2) effective based on material understanding test data, and student learning independence questionnaire, and (3) practical based on practicality questionnaire data. The data from the test results obtained a significance value of 0.013. This value shows the value obtained 0.05. Therefore, it can be stated that there is a significant influence of the use of assisted e-modules augmented reality on viral material to increase material understanding and student learning independence.
Pengembangan Media Pembelajaran 3D AR Budaya Sasambo: Pemahaman Budaya Sejak Dini Annisa Fitriani; Sultan Fakhrur Rassyi; Slamet Suyanto
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 1 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i1.5392

Abstract

Dalam era digital ini, budaya perlu ditanamkan sejak dini kepada anak-anak. Sayangnya, banyak yang merasa kurang tertarik pada pembelajaran budaya lokal, terutama di tengah dominasi game online. Penelitian ini bertujuan menghadirkan solusi dengan mengintegrasikan inovasi media pembelajaran berbasis budaya Sasambo dan Augmented Reality (AR). Penelitian ini menggunakan metode kualitatif dan kuantitatif untuk mendapatkan data deskriptif yang akurat. Fokusnya adalah mengembangkan media pembelajaran AR berbasis budaya Sasak, Samawa, Mbojo di Nusa Tenggara Barat. Konsep pengembangan mencakup sejarah rumah adat, adat istiadat, pakaian adat, dan makanan khas dalam format tiga dimensi. Hasil dan implikasi dari penggunaan media ini diharapkan dapat meningkatkan minat belajar anak-anak terhadap budaya lokal, mengingat interaksi langsung dengan perangkat ponsel mereka. Kesimpulan dari penelitian ini adalah bahwa konsep inovatif ini dapat meningkatkan pemahaman budaya sejak dini, dan diharapkan dapat mendukung peningkatan kualitas pendidikan serta minat generasi muda terhadap warisan budaya Indonesia.
Pengembangan Media Kartu Kebangsaan Berbasis Augmented Reality 3D untuk Penguatan Karakter Kewarganegaraan dan Kesadaran Global Siswa SMP Sunan Averroes Yogyakarta Rassyi, Sultan Fakhrur; Isro’ullaili
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3625

Abstract

This study aims to: (1) develop a 3D augmented reality-based National Identity Card learning media; (2) assess the feasibility of the media; (3) evaluate the practicality of the media; and (4) test the effectiveness of the media in strengthening civic character and global awareness among students of SMP Sunan Averroes Yogyakarta. This research is a type of Research and Development (R&D) conducted at SMP Sunan Averroes Yogyakarta. The product validation involved two expert lecturers. The test subjects consisted of a civic education teacher and eighth-grade students. Data collection techniques included observation, interviews, and questionnaires. Feasibility and practicality data were obtained from expert validation (content and media), teacher assessments, and student responses. The effectiveness of the learning media was analyzed using a t-test with a significance level of 0.05. The results showed that: (1) the National Identity Card learning media was successfully developed through a systematic process using the ADDIE model in five stages. The first stage, analysis, involved needs analysis, curriculum analysis, and student characteristic analysis. The second stage, design, focused on conceptualizing the media and designing AR features. The third stage, development, included application modeling and instrument validation. (2) The feasibility test results showed a score of 75.7% from the content expert (categorized as feasible) and 82.2% from the media expert (categorized as very feasible). (3) The practicality test results showed a score of 99.1% from the teacher and 86.4% from students (categorized as very feasible). The fourth stage, implementation, involved applying the media in the classroom, and the fifth stage, evaluation, included feedback analysis from the teacher and student responses to assess effectiveness and improve the media. (4) The National Identity Card learning media proved to be effective, as evidenced by the experimental class surpassing the minimum mastery criterion of 75, with an average score of 89.10 and a 16.78% increase in civic character, and an average score of 86.10 with an 18.36% increase in global awareness, both higher than those of the control class.