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Development of Android-based Electronic Flipbook (E-Book) with Augmented Reality Technology in Green Business Courses Siahaan, Sabda Dian Nurani; Ruslan, Dede; Fikri, Miftah El; Saragih, Lenti Susanna
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 4 (2024): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i4.13332

Abstract

This research aimed to develop an interactive Android e-book using Augmented Reality (AR) to enhance student learning outcomes of Green Business courses. The e-book included both offline and online resources and utilized AR to provide 3D visuals for a more engaging learning experience. The method used was Research and Development (R&D) with the Plomp Model. This model consists of five stages namely Preliminary Investigation ; Design ; Realization / Construction ; Test, Evaluation and Revision ; and Implementation. The data analysis technique is an Effectiveness Test using SmartPLS4 software. The results showed that the Green Business e-book effectively improved students' learning outcomes. This research indicates that visually-based e-books can be an effective tool for enhancing student learning outcomes. Educational institutions should consider developing more digital learning materials, especially those related to topics such as Green Business.
Development of Android-based Electronic Flipbook (E-Book) with Augmented Reality Technology in Green Business Courses Siahaan, Sabda Dian Nurani; Ruslan, Dede; Fikri, Miftah El; Saragih, Lenti Susanna
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 4 (2024): December
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i4.13332

Abstract

This research aimed to develop an interactive Android e-book using Augmented Reality (AR) to enhance student learning outcomes of Green Business courses. The e-book included both offline and online resources and utilized AR to provide 3D visuals for a more engaging learning experience. The method used was Research and Development (R&D) with the Plomp Model. This model consists of five stages namely Preliminary Investigation ; Design ; Realization / Construction ; Test, Evaluation and Revision ; and Implementation. The data analysis technique is an Effectiveness Test using SmartPLS4 software. The results showed that the Green Business e-book effectively improved students' learning outcomes. This research indicates that visually-based e-books can be an effective tool for enhancing student learning outcomes. Educational institutions should consider developing more digital learning materials, especially those related to topics such as Green Business.
Effectiveness Analysis of Digital Teaching Materials and Assessment for Gadget Based Application by Using Artificial Intelligence Saragih, Lenti Susanna; Darma, Jufri; Siahaan, Sabda Dian Nurani
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 1 (2025): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i1.13598

Abstract

This study aims to evaluate the viability and effectiveness of the use of digitalisation of teaching materials and learning assessment of marketing management courses with artificial intelligence based on gadget applications. This study used development research with DDD-E model (decide, design, develop, evaluate). These research subjects were students from the 4th semester of the Business Education Program of Universitas Negeri Medan, with 65 students. Before being put on trial, first the product was put to test to see its validity which will be judged by three experts to measure the eligibility by looking at the material, language, and media. A practicality test was performed to see the usage practicality by looking at the Source aspect, animation aspect, visual aspect, audio aspect, evaluation aspect, and accessibility aspect. Hypothesis test performed by using paired sample T-test with experimental design before-and-after to test the effectiveness of teaching materials and study assessments as to the outcome of before-and-after treatment using teaching materials on digital-based application. The research results showed that using the digitalization of teaching materials and learning assessment of the marketing management course with artificial intelligence before and after treatment results in different learning outcomes, according to the effectiveness test. From the data, it can be seen that there is a strong and significant influence of around 64.2% between before and after the use of teaching materials and digital learning assessments of the dBUSAR application on student learning outcomes. Overall, the role of Artificial Intelligence in student learning has great potential to change the educational paradigm.