Augmented Reality (AR) as a learning media has a very great potential to help students learn history, including Indonesian ancient history. AR gave the opportunity for students to learn heritages from Indonesian’s ancient history, i.e. from Singhasari period, by scanning a marker that would show a 3D model in their smartphone screen. This research focussing on the effectivity of AR as media for history learning by comparing students’ score in a pre-test – post-test design. 30 students from 10th grade at a vocational high school involved in this quasi-experiment. Overall, the AR is effective as history learning media in improving students’ score.
Technology now is going more and more progressive. Some of lack the technology before is already success developed appropriate as human needed. Nowadays, technology exist in any kind of sectors including education. Therefore, the history learning should be developed, by using the most recent technology to support the process of learning. The contents about heritages in history lesson need a media that can help the students in learning. i.e. by using augmented reality that can illustrate the heritages in 3D. So the purpose of this research and development are to produce and examine the effectiveness of the historical learning media augmented reality card (ARC) based on main topic heritages of Singhasari Kingdom for students in X KPR 1 SMK Negeri 11 Malang. The method that used in this research is 4D model that developed by Thaigrajan, consist of 1) define, 2) design, 3) development dan 4) dissemination. The result of this research is showing the validation of the learning media who developed by media expert procure the value presentation s is 100%, while the content expert procure the value presentation is 89%. The result of the experiment of small group that consist by 7 students procure the value presentation is 98%. And the result from a large group that consist by 30 students procure the value presentation is 87%. So can be concluded that learning media ARC temples of Singhasari is very valid and very effective to be use in history lesson.
This research was conducted based on potential and problems. The problem found is that teachers still often use conventional teaching materials due to time constraints in making teaching materials, so that innovation in learning is needed according to the development of science and technology. This is supported by the potential that students are allowed to use smartphones in learning. Based on this background, the purpose of this research and development is to produce products and test the effectiveness of history teaching materials in the form of a code-based e-handout of Gebang Palace material for history learning at SMA Negeri 1 Blitar. The research method used is Research and Development (R&D) by Sugiyono. The teaching materials developed are in the form of an android application e-handout for smartphones that contains a summary of the material to make it easier for students to gain knowledge. E-handout is a teaching material developed by combining handout teaching materials in electronic form. Based on the results of data analysis at the material expert validation stage, 90 percent (very valid). In the results of the validation of media experts, the results were 86.3 percent (very valid). In product trials in small groups, the results obtained are 85% (very effective). In the trial of the use of large groups, the results of 88.3 percent (very effective) were used in learning. Penelitian ini dilakukan berdasarkan potensi dan masalah. Masalah yang ditemukan yaitu guru masih sering menggunakan bahan ajar konvensional karena keterbatasan waktu dalam pembuatan bahan ajar, sehingga diperlukan inovasi dalam pembelajaran sesuai perkembangan ilmu pengetahuan dan teknologi. Hal tersebut didukung dengan potensi yaitu diperbolehkannya siswa menggunakan smartphone dalam pembelajaran. Berdasarkan latar belakang tersebut, tujuan penelitian dan pengembangan ini adalah untuk menghasilkan produk dan menguji keefektifan produk bahan ajar sejarah berupa e-handout berbasis kodular materi Istana Gebang untuk pembelajaran sejarah di SMA Negeri 1 Blitar. Metode penelitian yang digunakan adalah Research and Development (R&D) oleh Sugiyono. Bahan ajar yang dikembangkan berupa e-handout aplikasi android untuk smartphone yang berisi ringkasan materi untuk memudahkan siswa memperoleh pengetahuan. E-handout merupakan bahan ajar yang dikembangkan dengan memadukan bahan ajar handout dalam bentuk elektronik. Berdasarkan hasil analisis data pada tahap validasi ahli materi adalah 90 persen (sangat valid). Pada hasil validasi ahli media memperoleh hasil sebesar 86,3 persen (sangat valid). Pada uji coba produk pada kelompok kecil diperoleh hasil sebesar 85 persen (sangat efektif). Pada uji coba pemakaian pada kelompok besar diperoleh hasil sebesar 88,3 persen (sangat efektif) digunakan dalam pembelajaran.
Tujuan kegiatan pengabdian kepada masyarakat ini adalah untuk mengembangkan motif batik khas Desa Kidal untuk pemberdayaan masyarakat. Metode pengembangan yang dilakukan meliputi observasi, eksplorasi ide, perancangan dan perwujudan karya. Mitra yang terlibat dalam kegiatan ini adalah pemerintah Desa Kidal, PKK Desa Kidal, Karang Taruna Garudeya, dan Koperasi Wanita (Kopwan) Melati.. Hasil dari kegiatan ini adalah adanya lima motif batik khas Desa Kidal yaitu Garudeya, ayam, pelipit kakaktua, tumpal, dan lidah api. Motif tersebut diaplikasikan dalam bentuk canting cap batik. Adanya motif dan canting cap batik memberdayakan 28 perempuan Desa Kidal yang merupakan bagian dari kelompok mitra sehingga mereka bisa mengembangkan produksi batik yang bernilai ekonomi.DOI: http://dx.doi.org/10.17977/um032v1i12018p030
Accessibility toward archaeological remains is a vital component in the Indonesian prehistoric lesson among students. Unfortunately, those archaeological relics are scattered in various places throughout Indonesia. Resources for prehistoric period both for lecturer and researcher are abundant, with resources being collected both on several museum and preservation center. The purpose of this paper is to provide an innovation of learning media through R&D methodological phase onto Bank of Video on social prehistoric life in Sangiran sites as independent learning media. First step is the exploration to gain primary data and the preparation of video’s plot held in Sangiran, Sragen, Central Java. Second phase is development process to validate the draft and limited experiment, in order to deliver “normal” accomplishment. The last process, since several revisions of previous stages, is implementation of media, which average outcome is >80. It elucidates the effectiveness of Bank of Video as learning media.
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