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Journal : AT-TA`DIB

DESIGN OF ENGLISH VOCABULARY PICTURES CARD MEDIA FOR TEACH VOCABULARY AT ELEMENTARY SCHOOL Ramadhan, Firman Aulia; Wahono, Suparwoto Sapto; Muhith, Abd
ATTA`DIB Vol. 7 No. 3 (2023): DESEMBER
Publisher : Program Studi PGMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/at-tadib.v7i3.19483

Abstract

This research focuses on the design of media english vocabulary pictures cards aimed at class IV-A at MIN 6 Jembrana Bali to teach English vocabulary. the need for the development of learning media that supports interesting English learning and not only that the media used to teach English in class IV-A min 6 jembrana is not suitable for use, therefore researchers developed media english vocabulary pictures cards. but the research only focuses on media design. The research method used in this research is research and development or better known as Development Research using the ADDIE model. Data collection tools in this research are observation, interview, questionnaire and documentation. Data sources in the study are divided into qualitative and quantitative data. The design of English Vocabulary Pictures card Media is made based on the needs analysis which includes the characteristics of students and students' interest in learning media.
DEVELOPMENT OF AUGMENTED REALITY AS A LEARNING MEDIA FOR SBDP IN CLASS V STUDENTS MIN 4 JEMBER Ramadhan, Firman Aulia; Muhith, Abd; Usriyah, Lailatul; Dahlan, Moh
ATTA`DIB Vol. 7 No. 2 (2023): JUNI
Publisher : Program Studi PGMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/at-tadib.v7i2.19509

Abstract

The existence of issues in the environment of arts and culture material learning activities us-ing musical notation in primary schools is what spurred this research. Researchers created a learning medium based on the Android operating system because these learning activities did not receive positive feedback. 1) The development of augmented reality-based learning materials for fourth-grade elementary schools' arts and crafts classes that explore musical notes. 2) Another goal of this research is to ascertain how media experts and subject matter experts create learning media, and 3) how effective learning media implementation is. The research and development technique was employed in this study, and the end result is a product whose viability has been proven. (1) The design of instructional materials for aug-mented reality employing tools from Adobe Photoshop CC 2021, Adobe XD CC, Blender 3D, Unity 3D, Cubase 12 Pro, and Vuforia SDK (2) The results show that the Augmented Reality learning medium achieves 96.7% (in the small group) and 91.6% (in the big group), showing that it is very effective and well suited for usage as a learning medium. These find-ings led to the conclusion that this arts and crafts learning medium was effective and suita-ble for use as a teaching tool for elementary school fifth graders.