Penelitian dilatar belakangi oleh masalah yang terjadi pada pembelajaran perakitan komputer. Pada saat pembelajaran dilakukan tidak didukung oleh jumlah komponen hardware komputer yang sesuai dengan jumlah siswa, sehingga siswa sulit untuk memahami dan mempraktekkan materi pelajaran. Terbatasnya jumlah komponen peraga disebabkan karena keterbatasan anggaran untuk pengadaan. Komponen peraga yang ada di Sekolah banyak yang rusak, karena kesalahan yang dilakukan siswa pada saat praktek. Oleh karena itu perlu dikembangkan media pembelajaran perakitan komputer menggunakan teknologi virtual reality. Penelitian dilaksanakan dengan menggunakan metode penelitian dan pengembangan atau Research and Development (R&D) model pengembangan four-D (4D). Tahap pengembangan 4D yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan) dan Disseminate (Pendiseminasian). Model pengembangan multimedia yang digunakan dalam penelitian ini yaitu model pengembangan multimedia versi Luther-Sutopo yang terdiri dari enam tahap yaitu concept, design, material collecting, assembly, testing dan distribution. Pada penelitian ini menggunakan tahapan penelitian yang mengkombinasikan antara 4D dan model pengembangan multimedia versi Luther-Sutopo. Hasil dari penelitian ini adalah media pembelajaran perakitan komputer berbasis virtual reality yang terdiri dari bagian penjelasan komponen hardware dan bagian simulasi perakitan komputer. Media pembelajaran ini dijalankan menggunakan smartphone android, VR-Box serta Controller. Hasil pengujian validitas produk adalah 0,79 dengan kriteria valid. Untuk hasil uji praktikalitas memperoleh nilai 84,11 dengan kriteria sangat praktis. Sedangkan hasil uji efektivitas memperoleh nilai 0,78 dengan kriteria efektivitas tinggi.
The integration between the three levels of chemical representations is needed by students to get a comprehensive understanding. Based on the preliminary study only 45.5% out of 120 year 2 and year 3 students of chemistry education who passed the final exam with satisfactory category. Thus, teaching resources that integrate the three levels of chemical representation are needed. The aim of this study is to develop and determine the level of validity of e-module utilizing multiple representations of molecular shapes based on VSEPR theory using augmented reality technology. This research employs research and development refers to the instructional design of the ADDIE model consist of 5 stages: Analyze, Design, Develop, Implementation and Evaluation. The products of this research are the e-module of molecular shapes based on VSEPR theory utilizing multiple representations and Augmented Reality Molecule Simulator (ARMOR) application. The resources presented 13 types of molecular shapes, molecules with lone pair and without lone pair of electrons around the central atom. The instrument used in this study is the validity questionnaire sheet. Data collected were then analyzed using the percentage criteria proposed by Akbar. The results of the experts’ validation indicated that the product is categorized as very valid with 94% of content validity, 93% of media validity, and 99% of language validity. Therefore, the ARMOR is suitable for use in teaching and learning process. Students show a positive response to the use of the application in helping them understand concepts, which are easy to use, has an attractive appearance, and fun.
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