Today's technological development is progressing, and is growing rapidly. This development certainly has an influence on various sectors of human life, one of which is the education sector. The latest rapid technological developments are the increasingly frequent use of devices, especially smartphone use in everyday life, including in the field of education. This opens up huge opportunities in utilizing application technology on smartphones to be developed into an application-based learning media. One of them is by utilizing Augmented Reality technology on android applications in science learning media for elementary school students in class VI so that students are motivated in learning and easier to understand the material being studied. For this reason, a learning media based on Augmented Reality (AR) was developed with the application of Unity science subjects. The material recognizes planets in the solar system for grade VI elementary school students, while seeing the quality of learning media produced in terms of validity, attractiveness and practicality. This research uses the development research model Borg and Gall, with several stages of development, namely: (1) data collection; (2) planning; (3) development; and (4) validation and trial. The results of the development research in the form of AR learning media showed very good and feasible results used as learning media, both in class and independently according to the results of learning design expert validation, media experts and teacher validation as material experts Student responses to the use of this media in learning were very good. Students are passionate about learning and arouse students' curiosity. AbstrakPerkembangan teknologi sekarang ini semakin maju, dan tumbuh dengan pesat. Perkembangan ini tentu saja membawa pengaruh pada berbagai sektor kehidupan manusia, salah satunya adalah sektor pendidikan. Perkembangan teknologi terkini yang pesat adalah semakin seringnya penggunaan gawai, khususnya penggunaan smartphone dalam kehidupan sehari-hari, termasuk di bidang pendidikan. Hal ini membuka peluang besar dalam memanfaatkan teknologi aplikasi pada smartphone untuk dikembangkan menjadi media pembelajaran berbasis aplikasi. Salahsatunya adalah dengan memanfaatkan teknologi Augmented Reality pada aplikasi android dalam media pembelajaran IPA bagi siswa sekolah dasar (SD) kelas VI agar siswa termotivasi dalam belajar dan lebih mudah untuk memahami materi yang dipelajari. Untuk itu dikembangkan media pembelajaran berbasis Augmented Reality (AR) dengan aplikasi Unity mata pelajaran IPA materi mengenal planet-planet di tata surya untuk siswa kelas VI SD, sekaligus melihat kualitas media pembelajaran yang dihasilkan ditinjau dari aspek validitas, kemenarikan, dan kepraktisan. Penelitan ini menggunakan model penelitian pengembangan Borg and Gall, dengan beberapa tahapan pengembangannya, yaitu: (1) pengumpulan data; (2) perencanaan; (3) pengembangan; dan (4) validasi dan uji coba. Hasil penelitian pengembangan berupa media pembelajaran AR menunjukkan hasil sangat baik dan layak digunakan sebagai media pembelajaran, baik di kelas maupun secara mandiri menurut hasil validasi ahli desain pembelajaran, ahli media dan validasi guru sebagai ahli materi Respon siswa terhadap penggunaan media ini dalam pembelajaran sangat baik. Siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa ingin tahu siswa.
This exploratory study was aimed at evaluating a module on the basis of the constructivist learning strategies to enhance the students' motivation in Statistics learning. The design and development followed the Universal Design of Learning principles. The design included flexible instructional materials, techniques, and strategies for differentiating instruction which benefited the students of English Education Department taking the Statistics course. The study used a survey covering of 33 students. The students' and teacher' responses to questionnaires revealed that the students' motivation and satisfaction increased toward the Statistics course in which Universal Design of Learning using various means of representation, action, and engagement was applied. It also suggested that the module was effective and that the Universal Design of Learning Model from the learners' viewpoint put more emphasis on instruction. Its content was suitable in designing and developing module on Statistics in the higher educational context in Indonesia. The study results are expected to reveal information on how to further improve the Statistics teaching and learning quality. The implications of the research are provided along with suggestions.
Penelitian ini bertujuan untuk mengetahui: Pengaruh perolehan Keterampilan K3 siswa dengan menggunakan metode konvensional dan metode Pelatihan berbasis kompetensi, Pengaruh Keterampilan K3 siswa dengan gaya kognitif field dependent dan gaya kognitif field independent, dan hubungan antara metode dan gaya kognitif terhadap keterampilan K3 siswa. peneliti menggunakan metode quasi experiment dan dengan menggunakan desain non-equivalent control group design dengan menerapkan desain faktorial 2x2 dalam rancangan eksperimennya. penelitian diambil secara sampling kelas acak. Penelitian tesis ini diuji dengan uji statistika Analysis of variance (ANOVA).Hasil penelitian menunjukkan (1) ada pengaruh perolehan Keterampilan K3 siswa yang belajar menggunakan metode konvensional dan metode Pelatihan berbasis kompetensi (F=104,942; p=0,000), (2) ada pengaruh Keterampilan K3 siswa yang belajar dengan gaya kognitif field dependent dan gaya kognitif field independent (F=75,865; p=0,000) dan tidak ada hubungan antara metode dan gaya kognitif terhadap keterampilan K3 siswa (F= 3,283; p=0,073
Penelitian ini memiliki tujuan untuk mengetahui dan mendeskripsikan pemanfaatan pembelajaran daring Google Classroom di SMA Negeri 1 Gondang Tulungagung. Penelitian ini termasuk jenis penelitian deskriptif kualitatif dengan menggunakan teknik pengumpulan data wawancara, observasi, angket dan dokumentasi. Adapun yang menjadi responden penelitian adalah siswa dan guru SMA Negeri 1 Gondang Tulung Agung yaitu dengan komposisi 4 guru dan 30 siswa. Hasil penelitian menunjukkan bahwa pemanfaatan pembelajaran daring Google Classroom dapat dilaksanakan dengan baik, dimana berdasarkan data yang diperoleh dapat dijelaskan pelaksanaan berada pada kategori baik, yaitu rata-rata minimal 66,7% menyatakan setuju bahwa pembelajaran daring Google Classroom dapat dilaksanakan, dan berdasarkan hasil pengamatan terhadap akativitas guru dan siswa dijelaskan guru dan siswa telah melaksanakan seluruh aktivitas sesuai diindikator. Dan pemanfaatan pembelajaran daring Google Classroom dapat dinyatakan efektif dimana ada peningkatan hasil belajar siswa dari semester I ke semester II.
This study has the objectives, namely: to identify and describe the planning, implementation, evaluation, supporting factors, inhibiting factors and efforts that can be made in overcoming learning obstacles in SMP Negeri 1 Trenggalek. This research is a qualitative research, in which the data collection techniques used are questionnaires, observations, interviews and documentation. The data sources from this study were 35 students and 2 teachers who were respondents in this study. Based on the results of the research, it was found that planning for the use of online learning was carried out by the teacher by pouring it into the lesson plan. Implementation of the use of online learning at SMP Negeri 1 Trenggalek could be carried out properly in management by the teacher, positive student responses and activities. Evaluation of the use of online learning explained that learning that is carried out runs effectively with an increase in the average value of report cards which has increased from semester to semester. Factors supporting courageous learning are the presence of young teachers who are technologically literate and familiar with network technology and the support of parents with provision of the required facilities, the inhibiting factor for the use of courageous learning is the unstable internet network and the facilities owned by students are insufficient and the efforts that can be made by the teacher are to optimize the use of multiple ime dia like video, audio, CD-ROM based and utilize applications that require a minimal internet network.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.