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Pengembangan Media Kartu Kebangsaan Berbasis Augmented Reality 3D untuk Penguatan Karakter Kewarganegaraan dan Kesadaran Global Siswa SMP Sunan Averroes Yogyakarta Rassyi, Sultan Fakhrur; Isro’ullaili
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3625

Abstract

This study aims to: (1) develop a 3D augmented reality-based National Identity Card learning media; (2) assess the feasibility of the media; (3) evaluate the practicality of the media; and (4) test the effectiveness of the media in strengthening civic character and global awareness among students of SMP Sunan Averroes Yogyakarta. This research is a type of Research and Development (R&D) conducted at SMP Sunan Averroes Yogyakarta. The product validation involved two expert lecturers. The test subjects consisted of a civic education teacher and eighth-grade students. Data collection techniques included observation, interviews, and questionnaires. Feasibility and practicality data were obtained from expert validation (content and media), teacher assessments, and student responses. The effectiveness of the learning media was analyzed using a t-test with a significance level of 0.05. The results showed that: (1) the National Identity Card learning media was successfully developed through a systematic process using the ADDIE model in five stages. The first stage, analysis, involved needs analysis, curriculum analysis, and student characteristic analysis. The second stage, design, focused on conceptualizing the media and designing AR features. The third stage, development, included application modeling and instrument validation. (2) The feasibility test results showed a score of 75.7% from the content expert (categorized as feasible) and 82.2% from the media expert (categorized as very feasible). (3) The practicality test results showed a score of 99.1% from the teacher and 86.4% from students (categorized as very feasible). The fourth stage, implementation, involved applying the media in the classroom, and the fifth stage, evaluation, included feedback analysis from the teacher and student responses to assess effectiveness and improve the media. (4) The National Identity Card learning media proved to be effective, as evidenced by the experimental class surpassing the minimum mastery criterion of 75, with an average score of 89.10 and a 16.78% increase in civic character, and an average score of 86.10 with an 18.36% increase in global awareness, both higher than those of the control class.
Implementasi Pembelajaran Berdiferensiasi Melalui Virtual Reality dalam Kurikulum Merdeka Rassyi, Sultan Fakhrur; Isro’ullaili; Mauludin, Nurman
Inspirasi : Jurnal Pendidikan dan Kebudayaan Vol 1 No 2 (2024): Transformasi Pendidikan Melalui Model dan Media Pembelajaran Berbasis Teknologi d
Publisher : Yayasan Penelitian Dan Pengabdian Masyarakat Sisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69836/inspirasi-jpk.v1i2.148

Abstract

This study aims to examine the implementation of differentiated learning through Virtual Reality (VR) technology. Differentiated learning emphasizes the importance of accommodating individual students' learning needs based on their interests, levels of understanding, and learning styles. VR technology was chosen as an innovative tool to enrich the learning experience, allowing students to explore material immersively and interactively. This research employs a qualitative approach based on a literature review, analyzing relevant studies on differentiated learning, the use of VR technology in education, and its alignment with learning objectives. The findings indicate that VR has the potential to enhance student engagement and motivation in learning while supporting more flexible and personalized learning strategies. However, challenges such as technological infrastructure limitations and the need for teacher capacity building in effectively utilizing VR were identified. The conclusion of this study is that integrating VR into differentiated learning holds significant potential for achieving educational goals, provided there is adequate technological support and teacher capacity development.