Development of Augmented Reality-based Learning Media to Improve Students' Understanding of Moral Affairs Lessons in Class IX MTs
DOI:
https://doi.org/10.31537/jeti.v7i1.1765Keywords:
media development, augmented reality, student understandingAbstract
The product developed in this media is an Augmented Reality-based learning medium that is an application. Basically, Augmented Reality media is a software to create 3D image, video, text and audio devices into a program created.The study aims to determine the effectiveness and level of students' understanding of the material of faith to the last days using the Augmented Reality media. Research and development techniques, or simply "research and development," are employed in this kind of study. The development product validated by the media expert receives a 79% rating with a valid category, while the media validation receives a 97.5% rating with the highly valid category used. Samples from class IX students are then used, using one group pretest and posttest design patterns. Dick and Carey's nine-stage development design model is used. The daily repeat values before and after the therapy were the data, which were then subjected to t test analysis. The study's findings demonstrated the high degree of efficacy and comprehension of the augmented reality-based learning resources employed, particularly in the academic areas
References
Fitratul Uyun. (2010). Pengembangan Buku ajar Pembelajaran Al-Qur’an Hadits dengan Pendekatan Humeneutik bagi kelas 5 MIN 1 Malang.
Ibrahim, M. M. (2016). TESIS PENGEMBANGAN MEDIA AJAR BERBASIS MULTIMEDIA AUTOPLAY STUDIO 8 DALAM PEMBELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS XI MA BILINGUAL TESIS PENGEMBANGAN MEDIA AJAR BERBASIS MULTIMEDIA AUTOPLAY STUDIO 8 DALAM PEMBELAJARAN SEJARAH KEBUDAYAAN ISLAM.
sugiyono. (2010). metode penelitian kuantitatif dan kualitatif R&D. Alfabeta.
Suryawinata, B. A. (2010). Pemanfaatan Augmented Reality Dalam Memvisualisasikan Produk Perumahan Melalui Internet. ComTech: Computer, Mathematics and Engineering Applications. 1(2), 758, 64. https://doi.org/10.21512/comtech.v1i2.2583
Utami, F., Rukiyah, R., & Andika, W. D. (2021). Pengembangan Media Flashcard Berbasis Augmented Reality pada Materi Mengenal Binatang Laut. Jurnal Obsesi?: Jurnal Pendidikan Anak Usia Dini, 5(2), 1718–1728. https://doi.org/10.31004/obsesi.v5i2.933
Walter Dick and Carey. (1978). The Systematic Design Of Instruction.
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early childhood education. Computers in Human Behavior,. 54, 240–24, 241. https://doi.org/10.1016/j.chb.2015.07.040
Fitratul Uyun. (2010). Pengembangan Buku ajar Pembelajaran Al-Qur’an Hadits dengan Pendekatan Humeneutik bagi kelas 5 MIN 1 Malang.
Ibrahim, M. M. (2016). TESIS PENGEMBANGAN MEDIA AJAR BERBASIS MULTIMEDIA AUTOPLAY STUDIO 8 DALAM PEMBELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS XI MA BILINGUAL TESIS PENGEMBANGAN MEDIA AJAR BERBASIS MULTIMEDIA AUTOPLAY STUDIO 8 DALAM PEMBELAJARAN SEJARAH KEBUDAYAAN ISLAM.
sugiyono. (2010). metode penelitian kuantitatif dan kualitatif R&D. Alfabeta.
Suryawinata, B. A. (2010). Pemanfaatan Augmented Reality Dalam Memvisualisasikan Produk Perumahan Melalui Internet. ComTech: Computer, Mathematics and Engineering Applications. 1(2), 758, 64. https://doi.org/10.21512/comtech.v1i2.2583
Utami, F., Rukiyah, R., & Andika, W. D. (2021). Pengembangan Media Flashcard Berbasis Augmented Reality pada Materi Mengenal Binatang Laut. Jurnal Obsesi?: Jurnal Pendidikan Anak Usia Dini, 5(2), 1718–1728. https://doi.org/10.31004/obsesi.v5i2.933
Walter Dick and Carey. (1978). The Systematic Design Of Instruction.
Yilmaz, R. M. (2016). Educational magic toys developed with augmented reality technology for early childhood education. Computers in Human Behavior,. 54, 240–24, 241. https://doi.org/10.1016/j.chb.2015.07.040
Baehaqi, I., & Widiatsih, A. (2021). Penerapan Problem Based Learning Dengan Pemenfaatan CD Intraktif Pokok Pembahasan Kesebangunan dan Kekonruenan Untuk Meningkatkan Belajar Siswa. Education Journal?: Journal Education Research and Development, 5 No 01(1), 65–74.
Fajarisman, Sanusi, T., & Widiatsih, A. (2021). The Efforts to Improve Student Learning Outcomes by Using Google Classroom during Covid 19 in the Subject of Pythagoras Theorem. AXIOMA Jurnal Program Studi Pendidikan Matematika Universitas Islam Jember, 6(2), 104 – 112. https://doi.org/https://doi.org/10.36835/axi.v6i2
Fajarisman, Widiatsih, A., & Kustiowati. (2021). Pengembangan Media Pembelajaran Berbasis Adobe Flash CS6 Pada Mata Pelajaran bahasa Mandarin Untuk SMP/MTs. Education Journal?: Journal Education Research and Development, 5(1), 1–16. https://doi.org/https://doi.org/10.31537/ej.v5i1.415
Husniyah, R., Widiatsih, A., Fajarisman, Kunrozazi, & Kurniawan, N. (2022). Pengembangan Website Menggunakan Google Sites Materi Produksi Pada Tumbuhan dan Hewan Untuk SMP/MTs Pada Masa Pandemi COVID 19. Education Journal?: Journal Education Research and Development, 6(1), 47–58.
Indrawijaya, S., & Siregar, A. P. (2022). Peningkatan Kreativitas melalui Penerapan Pembelajaran Team Based Project pada Mata Kuliah Desain Komunikasi Visual. Jurnal Ilmiah Dikdaya, 12(1), 270–270. https://doi.org/10.33087/dikdaya.v12i1.301
Legiowati, T., Fajarisman, & Citra P, N. (2023). Upaya Meningkatkan Hasil Belajar Materi Penjumlahan dan Pengurangan Dengan Media Pembelajaran Video Youtube UNtuk Kelas I SD/MI. Laplace: Jurnal Pendidikan Matematika, 6(1), 148–158.
Legiowati, T., Widiatsih, A., & Fajarisman. (2023). Penerapan Model Pembelajaran Make A Match Dengan Memanfaatkan Autoplay Untuk MeningkatkanHasil Belajar Tema VIII Peristiwa Alam SD / MI. Edusaintek: Jurnal Pendidikan, Sains Dan Teknologi, 10(2), 529–540.
Mahyudin, A. (2022). Persepsi Guru Tentang Kompetensi Digital Dan Kemampuan Membuat Media Pembelajaran. EDUSAINTEK: Jurnal Pendidikan, Sains Dan Teknologi, 9(3), 738–751. https://doi.org/10.47668/edusaintek.v9i3.568
Meutia, P., Fahreza, F., & Rahman, A. A. (2020). Analisis dampak negatif kecanduan game online terhadap minat belajar siswa di kelas tinggi SD Negeri Ujong Tanjong. Genta Mulia, XI(1), 22–32. file:///C:/Users/HP/Downloads/388-680-1-SM.pdf
Nurul’Azizah, A. (2019). Upaya Peningkatan Hasil Belajar Matematika Melalui Model Project Based Learning Siswa Kelas V SD. Jartika, 2(1), 194–204.
Sasmita, R. S. (2020). Pemanfaatan Internet Sebagai Sumber Belajar. Jurnal Pendidikan Dan Konseling, 2(1), 1–5.
Sudarto, B., Widiatsih, A., & Fajarisman. (2022). Pengembangan media pembelajaran interaktif berbasis Autoplay pada tema III peduli terhadap makhluk hidup untuk kelas IV SD/MI. ElenterIs: Jurnal Ilmiah Pendidikan Dasar ISlamam, 4(1), 1–13. https://doi.org/DOI: https://doi.org/10.33474/elementeris.v4i1.10815
Tumewan, P. claudia, Sojow, L., & Kaparang, D. R. (2022). Pengembangan Media Pembelajaran Tutorial Desain Komunikasi Visual Di Smk Negeri 3 Tondano. Ismart Edu: Jurnal Pendidikan Teknologi Informasi, 3(1), 15–23. https://doi.org/10.53682/ise.v3i1.5170
Widiatsih, A., Wardani, D. A. R., Royhana, U., Djamali, F., & Septory, B. J. (2020). The development of mathematical problem based on Higher Order Thinking Skill (HOTS) on comparative material by implementing PBL and its effect on the teacher’s creative thinking skill. Journal of Physics: Conference Series, 1538(1). https://doi.org/10.1088/1742-6596/1538/1/012110
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Uswatun Hasanah, Asri, eges
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.