Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang

Khaerul Anam, Gunawan Wiradharma, Mario Aditya Prasetyo
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Abstract

Mobile learning as an alternative to today's adaptive learning services by the development of science and technology offers convenience, speed, flexibility, and attractiveness. In addition, the use of learning media is increasingly diverse and interactive, one of which is currently emerging is the use of augmented reality (AR) technology. It is necessary to develop a mobile learning application based on augmented reality for the material contained in the Mathematics Education II course at the PGSD FKIP Study Program at the Open University so that the material is easy to understand. The formulation of the research problem is how to develop the application. The purpose of this research is to develop to conduct a feasibility test of the application. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are by the theory proposed by Borg & Gall. This research focuses on the application development section which consists of two stages. The first stage is the initial trial to create the content and appearance of the application. The second stage is the feasibility of the application according to language, material, and media experts. The results of this study are the quality and feasibility of a mobile learning application based on augmented reality building materials.   Keywords: mobile learning, augmented reality, application, learning media, geometry
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移动学习作为一种替代当今科学技术发展的适应性学习服务,具有方便、快捷、灵活、有吸引力等特点。此外,学习媒体的使用越来越多样化和互动性,其中一个是目前新兴的增强现实(AR)技术的使用。有必要开发一个基于增强现实的移动学习应用程序,用于在开放大学的PGSD FKIP学习计划的数学教育II课程中包含的材料,使材料易于理解。研究问题的提法是如何开发应用。本研究的目的是开发并进行应用的可行性测试。这项研究的好处是了解开发应用程序所采取的步骤。使用的研究方法是研究与开发(R&D),采用定量描述性研究方法,以问卷调查作为数据收集技术。研究和发展的阶段是由博格和加尔提出的理论。本研究的重点是应用程序开发部分,该部分由两个阶段组成。第一阶段是创建应用程序的内容和外观的初始尝试。第二阶段是根据语言、材料和媒体专家对申请的可行性进行评估。本研究的结果是基于增强现实建筑材料的移动学习应用程序的质量和可行性。关键词:移动学习,增强现实,应用,学习媒介,几何
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