Rustaminezhad, Mohammad Ali
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The Impact of Augmented Reality-Based Learning Media on Students’ Digital Literacy Skills: A Study on Junior High School Students Risnawati; Ramadan, Mohamed; Baba, Khalib; Hammad, Sali; Rustaminezhad, Mohammad Ali
Journal of Educational Technology and Learning Creativity Vol. 2 No. 1 (2024): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v2i1.1415

Abstract

Purpose of the study: This study examines influence of augmented reality (AR)-based learning media on junior high school students' digital literacy skills, exploring its potential to enhance technology integration in education. Methodology: Conducted in Jambi, the research involved 220 students and employed a mixed-method approach, collecting data through questionnaires that assessed students’ responses to AR use and their digital literacy levels. Data analysis using SPSS 21 included descriptive statistics and regression analysis to evaluate the relationship between AR media and digital literacy development. Main Findings: The findings revealed overwhelmingly positive student perceptions of AR-based learning media, with 58.6% rating it as “Good” and 24.2% as “Very Good.” Additionally, 62.3% of students demonstrated “Good” digital literacy skills, with an average score of 28. Regression analysis indicated a significant relationship between the use of AR learning media and improvements in students' digital literacy, with AR contributing 65.1% to the observed variance. The study further highlighted that AR media fostered interactive and immersive learning experiences, making abstract concepts more accessible and engaging for students. Novelty/Originality of this study: The novelty of this study lies in its focus on the dual impact of AR in promoting both academic learning and essential 21st-century skills like digital literacy. By illustrating the practical benefits of AR in junior high school education, this research offers valuable insights for educators and policymakers aiming to integrate innovative technologies into curricula. These findings underscore AR's potential to transform traditional classrooms, preparing students for a digitally-driven future while enhancing their learning outcomes.
Development of E-Learning Media Using Adobe Flash Program in a Contextual Learning Model to Improve Students' Learning Outcomes in Junior High School Geographical Research Steps Materials Rustaminezhad, Mohammad Ali; Amosa, Abdulganiyu Alasela; Jamebozorg, Zahra
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.621

Abstract

Purpose of the study: This study aims to analyze the needs of students and teachers for the development of e-learning media with the Adobe Flash program, develop e-learning media with the Adobe Flash program, determine the feasibility of e-learning media with the Adobe Flash program. Methodology: The research method used is the research and development (R&D) method developed by Dick and Carey. The sampling technique used was purposive sampling and simple random sampling. Data collection was carried out using validation sheets from media experts, material experts, educators, student trial questionnaires, observation, posttest, and documentation. Main Findings: The results of this study are needs analysis based on dominant results includes visual learning characteristics, experience of using media with frequent categories, agreeing responses with media development, green visualization, and Comic Sans MS font type. Development of research products in the form of e-learning media with the Adobe Flash program equipped with pictures, maps, videos and animations used to support contextual learning models. Novelty/Originality of this study: The novelty of this research is that the results of this study can provide convenience for independent learning through the media and make it easier to implement material on real problems in the surrounding environment.