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Development of Augmented Reality Based Learning Media to Introduce Computer Components to students in Senior High School Subhan Hafiz Nanda Ginting; Bodhisatva Singh; Jiazhen Zhang
International Journal of Educational Insights and Innovations Vol. 2 No. 1 (2025): March 2025 - International Journal of Educational Insights and Innovations (IJE
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

This research aims to develop Augmented Reality (AR) based learning media as an educational tool to introduce computer components to high school students. AR technology was chosen because of its ability to present information interactively and realistically, so that it can improve concept understanding and motivate students in learning technical material. The research method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). In the development stage, the AR application was designed to visualize computer components in three dimensions (3D), equipped with function descriptions and interactive animations. Product testing was carried out through validation by media experts and material experts, as well as a limited trial to class XI students majoring in Computer and Network Engineering (TKJ) in one of the high schools in Medan City. Data was obtained through questionnaires to measure media feasibility and interviews to evaluate students' responses to the application. The results showed that this AR-based learning media was very valid with an average score of 91% in the expert validation test and received positive responses from students with a satisfaction level of 89%. The use of AR applications is proven to be able to improve students' understanding of computer components, as evidenced by an increase in pretest to posttest scores by 35%. In conclusion, this AR-based learning media is effective and feasible to use as an educational tool in high schools, especially in the introduction of computer components.
Implementation Of Augmented Reality Technology In Virtual Practicum Of High School Chemistry Subjects Bodhisatva Singh; Jiazhen Zhang
International Journal of Educational Insights and Innovations Vol. 2 No. 1 (2025): March 2025 - International Journal of Educational Insights and Innovations (IJE
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

This research aims to investigate the implementation and effectiveness of Augmented Reality (AR) technology in virtual practicum activities for high school chemistry subjects. The study is motivated by the limited availability of laboratory facilities in many schools, which often hampers students' practical understanding of abstract and complex chemical concepts. By integrating AR into the learning process, students are provided with an interactive and immersive experience that simulates real laboratory experiments without the need for physical equipment. The research adopts a quasi-experimental method with a control and experimental group. The participants were 60 students from two different high schools, selected through purposive sampling. The experimental group engaged in virtual practicum using an AR-based application developed for this study, while the control group followed conventional practicum procedures. Data collection techniques included pre-tests and post-tests to measure students' conceptual understanding, as well as questionnaires and interviews to capture their engagement and perceptions. The results showed a significant increase in the post-test scores of the experimental group compared to the control group, indicating that AR-based virtual practicum had a positive impact on students’ understanding of chemical reactions, molecular structures, and lab procedures. Additionally, students reported higher levels of motivation and interest, highlighting the immersive and visually rich environment provided by AR technology. In conclusion, the implementation of AR in virtual chemistry practicums presents a promising solution to address laboratory limitations while enhancing students’ comprehension and engagement. This research recommends further development and integration of AR tools in science education to support interactive and cost-effective learning.