Analisis Pengaruh Minat Belajar Siswa Terhadap Media Pembelajaran Berbasis Augmented Reality

Authors

  • Tisa Monita Fakultas Ilmu Komputer/Sistem Informasi, Universitas Sriwijaya, Jl. Raya Palembang - Prabumulih Km. 32 Indralaya, OI, Sumatera Selatan 30662, Indonesia
  • Ratih Dewi Sari Fakultas Ilmu Komputer/Sistem Informasi, Universitas Sriwijaya, Jl. Raya Palembang - Prabumulih Km. 32 Indralaya, OI, Sumatera Selatan 30662, Indonesia
  • Madyus Randikai Fakultas Ilmu Komputer/Sistem Informasi, Universitas Sriwijaya, Jl. Raya Palembang - Prabumulih Km. 32 Indralaya, OI, Sumatera Selatan 30662, Indonesia
  • Ali Ibrahim Fakultas Ilmu Komputer/Sistem Informasi, Universitas Sriwijaya, Jl. Raya Palembang - Prabumulih Km. 32 Indralaya, OI, Sumatera Selatan 30662, Indonesia

DOI:

https://doi.org/10.31961/positif.v5i1.675

Keywords:

Augmented Reality, Mobile Learning, Constructivism, Social Learning, Best Practices, Classroom Technology

Abstract

Teachers are required to package the subject matter to be more interesting, namely by developing interesting media and following technological developments, one of which is by utilizing Augmented Reality technology. Augmented Reality (AR) is a mixed concept of virtual reality and world reality. With augmented reality, we learn to use all aspects. Read, see and hear. With the hope that students can be interested in learning and can receive a good understanding of the lesson using AR. We here examine how much the influence of AR-based learning media to increase the interest in learning from these students.

Downloads

Download data is not yet available.

References

Abubakar, M. (2010). TEKNOLOGI AUGMENTED REALITY UNTUK MENSIMULASIKAN SISTEM TATA SURYA. Jurnal.

Asyhar, R. (2012). Kreatif mengembangkan media pembelajaran. Jakarta: Gaung Persada (GP) Press Jakarta

Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments. https://doi.org/10.1162/pres.1997.6.4.355

Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education, 68, 557-569. doi:10.1016/j.compedu.2013.02.015

Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students’ motivation for a visual art course. Computers & Education, 68, 586–596. doi:10.1016/j.compedu.2012.03.002

Dikkers, S., Gagnon, D., Martin, J., & Squire, K. (2014). Participatory scaling through augmented reality learning through local games. TechTrends, 58(1). 35-41.

Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. Journal of Science Education and Technology. https://doi.org/10.1007/s10956-008-9119-1

Elvrilla, S. (2011). Augmented Reality Panduan Belajar Sholat Berdasarkan Buku Teks Belajar Sholat Menggunakan Android. Jakarta.

Furht, B. (Ed.). (2011). Handbook of augmented reality. Springer Science & Business Media.

Meier, R. (2009). Professional Android application development. John Wiley & Sons.

Musfiqon, H. M. (2012). Pengembangan media dan sumber pembelajaran. Jakarta: PT. Prestasi Pustakaraya.

Pemberton, L., & Winter, M. (2009, June). Collaborative augmented reality in schools. In Proceedings of the 9th international conference on Computer supported collaborative learning-Volume 2 (pp. 109-111). International Society of the Learning Sciences.

Rifai’i, M., Listyorini, T., & Latubessy, A. (2014). Penerapan Teknologi Augmented Reality Pada Aplikasi Katalog Rumah Berbasis Android. Prosiding SNATIF. https://doi.org/10.1017/CBO9781107415324.004

Schofield, C. P., West, T., & Taylor, E. (2011). Going mobile in executive education. How Mobile Technologies are Changing the Executive Learning Landscape. Research for UNICON. Aschridge. Available in: https://www. ashridge. org. uk/Media-Library/Ashridge/PDFs/Publications/GoingMobileInExecutiveEducatio n. pdf. Accessed, 20, 2014.

Shiva, G., & Raajan, N. R. (2013, January). Augmented reality: The future tense of 3D advertisement. In 2013 International Conference on Computer Communication and Informatics (pp. 1-4). IEEE.

Sugiyono. (2009). Metodologi Penelitian Kuantitatif Kualitatif dan R & D. Bandung: Alfabeta. https://doi.org/10.1164/rccm.200409-1267OC

Sugiyono. 2009. Metode Penelitian Ku-antitatif Kualitatif dan R&D. Bandung: Alfabeta.

Wirawan, P. W. (2016). Pengembangan Kemampuan E-Learning Berbasis Web Ke Dalam M-Learning. Jurnal Masyarakat Informatika. https://doi.org/10.14710/jmasif.2.4.21-26

Downloads

Published

2019-06-23

How to Cite

Monita, T., Sari, R. D., Randikai, M., & Ibrahim, A. (2019). Analisis Pengaruh Minat Belajar Siswa Terhadap Media Pembelajaran Berbasis Augmented Reality. POSITIF : Jurnal Sistem Dan Teknologi Informasi, 5(1), 34–38. https://doi.org/10.31961/positif.v5i1.675