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Modern learning paradigms: A bibliometric analysis of augmented reality and virtual reality in vocational education Fortuna, Aprilla; Prasetya, Febri; García, Juan Luis Cabanillas; Arcelus-Ulibarrena, Juana Maria; Salman, Amna; Karimi, Amir; Yusuf, Ahmad
Jurnal Pendidikan Teknologi Kejuruan Vol 7 No 2 (2024): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v7i2.36523

Abstract

This bibliometric analysis aimed to explore the publication trends of the last decade, especially on modern learning paradigms, focusing on implementing Augmented Reality and Virtual Reality in vocational education. This research specifically addressed the analysis of current technology trends, gaps, challenges, strengths, and opportunities of AR and VR during 2015-2024. This research method used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) procedures to collect data from publications focusing on high-quality research results. The data were analyzed and identified using MS Excel software and VOSviewer to visualize various critical metadata obtained in the Scopus database. Notably, publication trends and distribution patterns, the contributions of authors, the geographical spread of publications, and the identification of significant publication sources were all essentials for analyzing the opportunities and challenges within the context of vocational education. The results of this study identified an augmenting growth of publication trends from 2015-2023, including the country of origin of prominent authors such as Bacca et al. (Spain), Babu et al. (India), and Lerner et al. (Germany), whose research results have been proven to impact the primary reference in the field of vocational education in the utilization of AR and VR. They are widely cited and have become the primary references for other authors. Consequently, this bibliometric-based research underscores the potential of AR and VR technologies to improve vocational education by enhancing motivation, educational access, personalized learning, collaboration, and reducing operational costs.
Designing Learning Media Using Augmented Reality for Engineering Mechanics Course Fortuna, Aprilla; Waskito; Purwantono; Kurniawan, Andre; Andriani, Welli; Alimin, Masnaini
Journal of Engineering Researcher and Lecturer Vol. 2 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jerel.v2i1.20

Abstract

The development of digital technology for education is continuously conducted to successfully integrate digital technology with people's lives. This study aimed to develop an Augmented Reality learning media application for the Engineering Mechanics course, which is considered challenging by some students. Engineering mechanics, a discipline that analyzes structural analysis in compensating for the loads that work on a particular machine in scalar quantities, motion forces, vectors, and moments that require physical structural forms to analyze them, is considered challenging by some students. The Augmented Reality application was created using the prototyping method, which consists of three steps: 1) listening to the customer, 2) building/ revising mock-up, and 3) customer test-drivers mock-up. The AR-based learning media application includes usage instructions, developer info, learning videos, 3D AR object animation simulations, and exercise and discussion menus, which were tested as expected. The results of the black box testing indicate that the Augmented Reality-based engineering mechanics learning media application ran successfully as expected. However, users suggested improving the navigation speed by streamlining page transitions. The application provides an accessible solution for students as an alternative to traditional distance education, offering anytime, anywhere access to learning materials with longer duration.
Effectiveness of case method learning to optimise students' understanding of industrial mechanical machinery science Putra, Rendy Dwi; Waskito; Arafat, Andril; García, Juan Luis Cabanillas; Ayasrah, Firas Tayseer Mohammad; Fortuna, Aprilla
Journal of Engineering Researcher and Lecturer Vol. 3 No. 2 (2024): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jerel.v3i2.144

Abstract

Education has a central role in preparing individuals for the complexities of the modern world of work. Particularly in the context of education in Vocational High Schools, developing students' competencies in collaboration, creativity, and problem-solving is essential. This study explores the effectiveness of the case-based learning method in improving students' understanding of industrial mechanics. The study used a quasi-experiment design with control and experimental groups. The statistical analysis results showed that the case method was more effective in improving students' cognitive mastery than the conventional lecture method. Students who participated in case method learning showed significant improvement in the post-intervention test, demonstrating the superiority of this method in supporting a more effective learning process and preparing students for practical challenges in the field. In conclusion, the case method increases students' participation and interactivity in the learning process and deepens their understanding of technical concepts in industrial mechanics. This research provides a solid basis for implementing more effective and relevant learning methods in preparing vocational students for the increasingly complex needs of the world of work.
Desain e-Modul Fisika Sebagai Pembelajaran Berbasis Masalah dalam Meningkatkan Hasil Belajar Siswa Andriani, Welli; Sundari, Putri Dwi; Dwiridal, Letmi; Dewi, Wahyuni Satria; Fortuna, Aprilla
PAKAR Pendidikan Vol 22 No 1 (2024): Published in January 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/pakar.v22i1.444

Abstract

Physics learning is learning that cannot be separated from mathematical learning, so students tend to get bored more easily if the teaching materials and learning models used are not appropriate, thus causing low student motivation to learn and resulting in low student learning outcomes. In solving this problem, there is a need for technological developments, learning tools are increasingly referring to digitalization, such as the teaching materials used are starting to be digital-based so that they are more interactive, such as the use of e-modules, which can contain pictures, animations, audio and video learning, so that students are more interested. for learning, apart from teaching materials, learning models also support the achievement of learning objectives, learning models that can be used so that students are active in the learning process are problem-based learning. The aim of this research is to produce a problem-based learning e-module design to improve student learning outcomes. This research includes development research. The development model used is a prototype model, namely the first stage listen to customers, the second stage is build/revise mock-up (design and the next stage is customer test driver mock-up (evaluation). This e-module is designed with the Canva application to design the cover and module display and flipbook hyzine help to make the module display more interactive.
Modern learning paradigms: A bibliometric analysis of augmented reality and virtual reality in vocational education Fortuna, Aprilla; Prasetya, Febri; García, Juan Luis Cabanillas; Arcelus-Ulibarrena, Juana Maria; Salman, Amna; Karimi, Amir; Yusuf, Ahmad
Jurnal Pendidikan Teknologi Kejuruan Vol 7 No 2 (2024): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v7i2.36523

Abstract

This bibliometric analysis aimed to explore the publication trends of the last decade, especially on modern learning paradigms, focusing on implementing Augmented Reality and Virtual Reality in vocational education. This research specifically addressed the analysis of current technology trends, gaps, challenges, strengths, and opportunities of AR and VR during 2015-2024. This research method used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) procedures to collect data from publications focusing on high-quality research results. The data were analyzed and identified using MS Excel software and VOSviewer to visualize various critical metadata obtained in the Scopus database. Notably, publication trends and distribution patterns, the contributions of authors, the geographical spread of publications, and the identification of significant publication sources were all essentials for analyzing the opportunities and challenges within the context of vocational education. The results of this study identified an augmenting growth of publication trends from 2015-2023, including the country of origin of prominent authors such as Bacca et al. (Spain), Babu et al. (India), and Lerner et al. (Germany), whose research results have been proven to impact the primary reference in the field of vocational education in the utilization of AR and VR. They are widely cited and have become the primary references for other authors. Consequently, this bibliometric-based research underscores the potential of AR and VR technologies to improve vocational education by enhancing motivation, educational access, personalized learning, collaboration, and reducing operational costs.