In practical, learning sketching at the concentration of product design this becomes a competence that requires must be able to students. Students are generation Z who have more insight into the effectiveness of using technology. While learning to draw sketches is less of an approach to technology so that competence is not achieved entirely. By creating learning media based on Augmantid Reality (AR) aims to carry out learning effectiveness to achieve competence in drawing sketches. This study uses qualitative methods with a descriptive approach, for data processing techniques using pretest and posttest control groups and Likert scales are able to analyze thoroughly. The population was 100 students and a random sampling technique was carried out into 20 respondents which were divided into 2 classes, namely the experimental class and the control class. There are results such as the following: the experimental class has a pretest value of 19 points with a description of Cannot and a posttest value of 34 points with a very clear can be after applying AR-based learning media, while the control class has a pretest value of 18.5 points with a description of Not being able and a posttest value of 24.5 points with a description of not being able to and a posttest value of 34 points with clarity can be applied after applying power point learning media. The difference after applying AR-based learning media is that it guarantees to increase the competence of sketching skills.
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