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Ezha, Sephianti Dwika
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EFEKTIVITAS FLIPBOOK NANOTEKNOLOGI BERBASIS ETNOSAINS TERINTEGRASI AUGMENTED REALITY DALAM MENDUKUNG PROGRAM SDGs UNTUK SISWA SMA Ezha, Sephianti Dwika; Nurjanah, Desi Fauza; Amalia, Vina Nurul; Ramaulita, Thara Nabila; Nursyahbana, Galih Lazuardi; Rohman, Ijang; Suhanda, Hokcu; Rahmawati, Triannisa
Lantanida Journal Vol 12, No 2 (2024)
Publisher : UIN AR-RANIRY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/lj.v12i2.26542

Abstract

A flipbook with augmented reality based on ethnoscience, supported by Heyzine and Assembler, contains nanotechnology content for high school students. It is an interactive learning media in the form of an electronic book that contains photos, text, and animated content designed to assist students in learning the material through the visuals offered. Page flipping has a transition effect that helps students read each page and increases their learning use. Applied visual arts ethnoscience exemplifies the combination of community culture and science. Augmented reality is utilized to show objects in 3D and realistically related to the ethnoscience of applied fine arts in the Cirebon area, such as the scissor-grip home, megamendung batik, ceramics, masks, kujang, and paintings. The goal of this research is to develop digital teaching materials that can adjust to evolving technologies in order to increase educational quality. The data was collected using a quasi-experimental one-group pretest-posttest design for a total of 30 students, which was then processed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) using descriptive statistics. This study found that students had good perceptions of the presence of a flipbook media with AR based on ethnoscience. Ethnoscience-based digital learning media can be used as interactive learning media because they provide precise visualizations of the concepts and conditions encountered during the learning process.
EFEKTIVITAS FLIPBOOK NANOTEKNOLOGI BERBASIS ETNOSAINS TERINTEGRASI AUGMENTED REALITY DALAM MENDUKUNG PROGRAM SDGs UNTUK SISWA SMA Ezha, Sephianti Dwika; Nurjanah, Desi Fauza; Amalia, Vina Nurul; Ramaulita, Thara Nabila; Nursyahbana, Galih Lazuardi; Rohman, Ijang; Suhanda, Hokcu; Rahmawati, Triannisa
Lantanida Journal Vol 12 No 2 (2024)
Publisher : UIN AR-RANIRY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/lj.v12i2.26542

Abstract

A flipbook with augmented reality based on ethnoscience, supported by Heyzine and Assembler, contains nanotechnology content for high school students. It is an interactive learning media in the form of an electronic book that contains photos, text, and animated content designed to assist students in learning the material through the visuals offered. Page flipping has a transition effect that helps students read each page and increases their learning use. Applied visual arts ethnoscience exemplifies the combination of community culture and science. Augmented reality is utilized to show objects in 3D and realistically related to the ethnoscience of applied fine arts in the Cirebon area, such as the scissor-grip home, megamendung batik, ceramics, masks, kujang, and paintings. The goal of this research is to develop digital teaching materials that can adjust to evolving technologies in order to increase educational quality. The data was collected using a quasi-experimental one-group pretest-posttest design for a total of 30 students, which was then processed using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) using descriptive statistics. This study found that students had good perceptions of the presence of a flipbook media with AR based on ethnoscience. Ethnoscience-based digital learning media can be used as interactive learning media because they provide precise visualizations of the concepts and conditions encountered during the learning process.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ETNOSAINS TERINTEGRASI VIRTUAL SIMULATION DAN AUGMENTED REALITY (ETNOVAR) UNTUK MENINGKATKAN KETERAMPILAN 4C Fahada, Qaddara; Anugrah, Muhammad; Ezha, Sephianti Dwika; Wiji, Wiji
Lantanida Journal Vol 14 No 1 (2026): January-June 2026
Publisher : UIN AR-RANIRY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/lj.v14i1.34793

Abstract

The 4C skills (Critical Thinking, Collaboration, Communication, Creativity) are essential for navigating Industrial Revolution 4.0 and digital transformation, distinguishing human intelligence from automation. The 4C skills can create a generation that is independent, innovative, and adaptive to rapid change. Despite their importance, development often remains suboptimal due to poorly facilitated learning. This study aims to enhance these skills by developing EtnoVAR, a virtual simulation integrated with Augmented Reality based on the ethnoscience of making peuyeum. Using the ADDIE (analysis, design, development, implementation, evaluate) method with 28 grade XI science students, the research involved rigorous expert validation and needs analysis. The feasibility test yielded a score of 95% (highly valid). Effectiveness testing via N-gain reached 0.92, indicating high effectiveness. Furthermore, questionnaires confirmed a substantial increase in students' 4C skills and high satisfaction levels. In conclusion, EtnoVAR is highly effective in improving 4C skills. Its strength lies in merging cutting-edge technology with local culture, transforming abstract concepts into an engaging, practical learning experience. This innovation ensures students remain independent, innovative, and adaptive to global challenges.