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IMPLEMENTASI TEKNOLOGI AUGMENTED REALITY DALAM PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF UNTUK SISWA KELAS X Pujakesuma, Dicky; Kusuma Ningrum, Gres Dyah; Umami, Aktia Arigiana
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 4 No. 6 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v4.i6.2024.4

Abstract

Augmented reality diyakini mampu berperan penting dalam meningkatkan efektivitas pengolahan dan penyimpanan informasi bagi pengguna, serta memperdalam pengalaman belajar dibandingkan metode tradisional. Penelitian ini bertujuan untuk menginvestigasi minat siswa dalam penggunaan teknologi Augmented Reality (AR) dengan merancang dan membangun media pembelajaran yang interaktif untuk siswa kelas X. Dengan fokus pada materi pengenalan perangkat keras komputer, media pembelajaran AR dirancang untuk membuat proses pembelajaran lebih menarik dan diharapkan mampu meningkatkan pemahaman siswa kelas X termasuk pada siswa dengan jurusan yang tidak pada rumpun ilmu komputer. Pembuatan media pembelajaran ini, menggunakan metode iterative rapid prototype yang dinilai mampu mengembangkan produk secara efektif dan efisien. Evaluasi terhadap media pembelajaran menunjukkan tingkat minat siswa yang tinggi, dengan nilai rata-rata fun testing mencapai 88%. Hasil penelitian menunjukkan bahwa media pembelajaran AR efektif dalam meningkatkan minat belajar siswa dan memfasilitasi pembelajaran interaktif dengan harapan mampu meningkatkan pemahaman siswa.Diperlukan kajian mendalam lebih lanjut untuk meneliti secara menyeluruh dampak media pembelajaran terhadap pencapaian belajar siswa, serta faktor-faktor yang mempengaruhi keefektifan penggunaannya dalam konteks materi pembelajaran yang beragam. Temuan penelitian ini diharapkan mampu membuka cakrawala baru bagi kemajuan dunia pendidikan di masa depan.
Research on classroom actions to increase learning hours to improve learning outcomes in software as a service subject Kurniawan, Prawidana; Elmunsyah, Hakkun; Umami, Aktia Arigiana
Humanities Horizon Vol. 2 No. 1 (2025)
Publisher : PT. Pena Produktif Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63373/3047-8014/18

Abstract

The addition of study hours is based on the issue that students do not have the tools for independent study, such as laptops. This lack of resources prevents them from practicing programming independently at home, which can lead to a decreased interest in the learning process in the Software as a Service (SaaS) subject. This issue also impacts the achievement of learning objectives. The problems were identified through non-diagnostic and diagnostic assessments related to prior knowledge, conducted via questionnaires. The goal of adding study hours outside of school time is to provide a more effective learning process, directly impacting the faster achievement of learning objectives as per the targets set. The benefits of the additional study hours include students gaining access to computer lab facilities, allowing them to work on projects independently. The extended study hours also provide students with opportunities to ask questions about programming errors or difficulties they encounter in the learning process, particularly in the SaaS subject. The methods used include questionnaires and classroom observations in class XI SIJA I at SMK6 Malang. The selected population consisted of 36 students. The results indicated that the addition of study hours impacted the faster completion of learning objectives. Before the implementation, two learning objectives were completed in three weeks, but with the addition of study hours, 13 learning objectives were completed within 3 weeks.