Augmented reality is a technology that integrates virtual content into real environments in the form of mobile and desktop. This technology has begun to be developed in various fields, even as a learning medium with various models. We are exploring augmented reality models that have been developed by reviewing several journals related to augmented reality. We have collected 100 journals from various data sources with augmented reality keywords. We select 41 journals and we find 5 augmented reality models, including 3D models, 3D simulations, 3D animations, video models, multimedia models. There are two types of augmented reality, using markers and without markers, for augmented reality using markers requires a marker as a trigger for the emergence of augmented reality objects into the real environment, while augmented reality without markers does not require markers to trigger the emergence of augmented reality into real environments.
Pengembangan Media Pembelajaran Berbasis Virtual Reality bertujuan untuk mengetahui kelayakan media ini dalam pembelajaran. Pengembangan media ini menggunakan langkah pengembangan Research and Development menurut Borg & Gall. Media ini divalidasi kepada ahli media dan ahli materi. Validasi oleh ahli media mendapat nilai dengan persentase 90,91% dan validasi oleh ahli materi mendapatkan nilai dengan persentase 95,24%, yang berarti sangat valid. Uji coba produk dengan sampel sebanyak 14 orang, mendapat skor dengan persentase 86,20% (sangat valid), sedangkan uji coba pemakaian dilakukan dengan sampel sebanyak 18 orang mendapatkan skor dengan persentase sebesar 85,10% (sangat valid). Dari hasil uji coba ini dapat dimaknai bahwa media pembelajaran ini sangat layak dan dapat diimplementasikan ke dalam pembelajaran sebenarnya.
berbasis smartphone terhadap ketuntasan belajar siswa. Pembelajaran online bukan suatu alasan untuk guru tidak menggunakan media dan model pembelajaran. Media yang dipakai penelitian ini yaitu e-book berbasis smartphone dengan model pembelajaran problem based learning. Penelitian ini untuk mengetahui pengaruh terhadap ketuntasan belajar siswa. Jenis penelitian quasi experimental design. Sampel penelitian yaitu kelas VII B 23 siswa dan kelas VII C 19 siswa dengan menggunakan metode tes dan di analisis menggunakan uji Mann Whitney. Hasil analisis data penelitian diperoleh nilai Asymp.Sig sebesar 0,151 maka “hipotesis ditolak” artinya tidak ada perbedaan ketuntasan belajar pada kelas control maupun kelas eksperimen. Oleh karena itu, penelitian selanjutnya dapat memperluas materi serta tidak hanya mengukur ketuntasan belajar tetapi juga unsur lain yang mempengaruhi. Kata kunci: E-book berbasis smartphone, ketuntasan belajar, problem based learning ABSTRACT The effect of problem based learning learning model with smartphone-based e-book media on student learning mastery.Online learning is not an excuse for teachers not to use media and learning models. The media used is a smartphone-based e-book with a problem-based learning model. This study was to determine the effect on student learning completeness. This type of research is a quasi-experimental design. The research sample is class VII B collecting 23 students and class VII C collecting 19 students using the test method and analysis using the Mann Whitney test. The results of data analysis obtained that the Asymp. Sig value of 0.151, it can be said that the "hypothesis is rejected" meaning that there is no difference in learning mastery in the control class and the experimental class. Therefore, further research can expand the material and not only measure learning mastery but also do not affect other factors. Keywords: Smartphone-based e-books, complete learning, problem based learning
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