The Utilization and Practicality of Learning Media Based Augmented Reality

Syafar, A. Muhammad and Gani, Hamsu Abdul and Agung, Muhammad (2023) The Utilization and Practicality of Learning Media Based Augmented Reality. Asian Journal of Education and Social Studies, 49 (4). pp. 326-332. ISSN 2581-6268

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Abstract

According to the skills and interests of the students, an effective learning process should be dynamic, enjoyable, demanding, motivating, and provide them more room to develop their creativity and independence. Theory is not as important in vocational high school as practice is. The following factors should be taken into account while choosing media: learning objectives, effectiveness, accessibility, students, usage, cost, and quality. One of the advancements in educational media that is still in use today, the new one uses augmented reality to learn media. Vuforia and Unity 3D are tools that can be used to create augmented reality. An interactive learning tool with augmented reality is the end product. The created learning media's validity was analyzed, and the average result fell into the "Valid" category at 3.21. In the "very practical" category, augmented reality learning materials have an average practicality of 88.9%. The conclusion of the research is digital technology that can be used by teachers in improving the quality of the learning process including augmented reality technology. Utilization of digital technology in the process learning can increase interest and motivation student learning, the quality of the learning process, and results learning.

Item Type: Article
Subjects: Eprints AP open Archive > Social Sciences and Humanities
Depositing User: Unnamed user with email admin@eprints.apopenarchive.com
Date Deposited: 27 Dec 2023 05:23
Last Modified: 27 Dec 2023 05:23
URI: http://asian.go4sending.com/id/eprint/1928

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