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Investigating Speaking Anxiety In Virtual World Ulfa Nur Agussetia; Melisa Sri; Samuel Agus Triyanto
Jurnal Siliwangi: Seri Pendidikan Vol 7, No 1 (2021): Jurnal Siliwangi Seri Pendidikan
Publisher : LP2M-PMP Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jspendidikan.v7i1.3568

Abstract

The purpose of this study is to investigate speaking anxiety that occurred in the virtual world experienced by the higher education students in a speaking class since they were assigned to upload their self-recorded video to a social media that is currently used as a learning platform in a public speaking course, Facebook. As an alternative strategy to build speaking confidence because the students had sufficient time to prepare and upload the best video on the platform, still their speaking anxiety can be seen well. Accordingly, the researchers are interested in investigating the factors associating the speaking anxiety. Semi structured interviews were conducted to two undergraduate EFL students who had taken the Public Speaking subject.  The obtained data were analyzed using Miles and Huberman framework (1994). The findings reveal that factors causing speaking anxiety in the virtual world are cognitive, linguistic and affective, learning experiences, activities and habits out-of- class, and environments.
The Influence of Augmented Reality (AR) Learning Media with Assemblr Studio on Students' Technological Literacy Mulia Nissa; Diana Hernawati; Samuel Agus Triyanto
Bioedukasi: Jurnal Pendidikan Biologi Vol 19, No 1 (2026): Bioedukasi: Jurnal Pendidikan Biologi
Publisher : Department of Biology Education Faculty of Teacher Training and Education Sebelas Maret Un

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/bioedukasi.v19i1.102424

Abstract

This study aims to determine the effect of Augmented Reality (AR) learning media using Assemblr Studio on students' technological literacy in Biology. The research method used was Quasi Experimental Design with a Post-test Only with Non-equivalent Group Design. The research sample consisted of two classes: class XI 4 as the experimental class using AR media with Assemblr Studio and class XI 1 as the control class using conventional methods in the form of PowerPoint subjects at MAN 2 Kota Tasikmalaya. The sampling technique used was purposive sampling. Data were collected through a posttest in the form of a technological literacy questionnaire using a Likert scale with 20 statements covering content, process, context, and attitude indicators. The hypothesis test results using the Independent Samples T-Test showed a significance value of 0.000 (<0.05), indicating a significant effect of using AR learning media with Assemblr Studio on students' technological literacy. In addition, the effect size (Cohen’s d) value of 1.14 is categorized as a high effect, demonstrating that the use of AR learning media with Assemblr Studio has a strong influence on technological literacy. This media has been proven to improve students' understanding, learning motivation, and technological literacy through a more realistic and engaging visual interactive learning experience, making it a potential alternative solution to enhance technological literacy in schools.