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Development of Augmented Reality-Based Mobile App Learning Media for Computer Network Hardware Material Ashabul Taufik; Nur Alamsyah; Andika Saputra
EduLine: Journal of Education and Learning Innovation Vol. 3 No. 3 (2023)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline2004

Abstract

The objective of this research is to create a mobile app-based augmented reality learning media for computer network hardware. The specific aims are to describe the application model design, application functionality, feasibility, and effectiveness of using augmented reality-based mobile app learning media on computer network hardware. The research methodology employed in this study is Research and Development (R&D). The development stages include research, data collection, planning, draft product development, product validation, revision based on product validation results, field testing, revision based on field testing results, final product refinement, and dissemination. Furthermore, to assess the improvement in learning outcomes, the Independent Sample T Test statistical method is used. The results obtained in this research show a significant difference in the experimental class compared to the control class, where the average score in the experimental class is higher. Therefore, it can be concluded that learning computer network hardware material using augmented reality has successfully improved student learning outcomes. Keywords: Learning Media, Augmented Reality, Mobile Apps, Computer Network Hardware.
PENGENALAN TEKNOLOGI PEMBELAJARAN VIRTUAL REALITY ERA SOCIETY 5.0 Ashabul Taufik; Andi. Muh. Akbar Saputra; Kamal Kamal; Indra Farman; Nur Alamsyah; Abdul Wahid; Muh Chairil Imran; Nur Afni
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2025): Volume 6 No. 1 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i1.41252

Abstract

Pengabdian ini bertujuan memperkenalkan teknologi pembelajaran berbasis Virtual reality (VR) di SMKN 3 Makassar sebagai bagian dari adaptasi pendidikan era Society 5.0. Teknologi VR menawarkan pembelajaran yang interaktif, personal, dan mendalam, cocok untuk jurusan Teknik Komputer dan Jaringan. Metode pelaksanaan mencakup identifikasi masalah melalui observasi dan wawancara, perencanaan program, implementasi kegiatan, monitoring dan evaluasi, serta dokumentasi. Hasil kegiatan menunjukkan bahwa VR membantu meningkatkan minat belajar siswa melalui visualisasi 3D perangkat keras jaringan komputer. Kegiatan melibatkan presentasi, tanya jawab, dan demonstrasi VR, yang disambut antusias oleh 45 siswa dan 2 guru pendamping. Peserta belajar bahwa VR tidak hanya untuk hiburan, tetapi juga efektif sebagai media pembelajaran. Evaluasi menunjukkan tingkat kepuasan tinggi, dengan 89% peserta merasa sangat puas dan 11% puas. Pengabdian ini memberikan pengetahuan dan pengalaman baru kepada siswa dan guru dalam menggunakan teknologi VR, yang diharapkan dapat menjadi referensi pengembangan media pembelajaran di sekolah kejuruan