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Pengembangan Media Pembelajaran 3D AR Budaya Sasambo: Pemahaman Budaya Sejak Dini Fitriani, Annisa; Rassyi, Sultan Fakhrur; Suyanto, Slamet
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.
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.