Penerapan Teknologi Augmented Reality Dalam Pengenalan Struktur Hardware Komputer Pada Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa SMK TKJ
Thanryganka Vinsha Pharausia, Tri Afirianto, Faizatul Amalia
{"title":"Penerapan Teknologi Augmented Reality Dalam Pengenalan Struktur Hardware Komputer Pada Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa SMK TKJ","authors":"Thanryganka Vinsha Pharausia, Tri Afirianto, Faizatul Amalia","doi":"10.21111/fij.v7i1.6432","DOIUrl":null,"url":null,"abstract":"[Application of Augmented Reality Technology in Recognition of Computer Hardware for Learning Media to Increase Learning Interest in SMK TKJ Students] The Covid-19 pandemic causes learning to carried out independently and limitations of students media. Students need a learning media that can help to understanding the material. Augmented reality are an option to help students learn. The purpose of this study is to examine the impact of using augmented reality and knowing student interest in learning at class X TKJ at SMK PGRI 2 Malang. The research uses the Research and Development, model of making applications using Adobe XD, unity, and Vuforia. Data collection methods are observation, interviews, and giving questionnaires. The research data were analyzed by Aiken's V method for media testing by experts with average results of 0.635 and 0.822 by users, 0.722 by material experts that overall category are suitable for use. The results is increasing student interest in learning with the Paired t-test method obtained of Pre-test scores of 606 with an average of 30.3 then increase in Post-test to 436 with an average of 21.8 with a ranking number model that the fewer scores the higher the student's interest in learning. The conclusion of this study is that the application of Augmented Reality technology for learning media can be used to increase student interest in learning.","PeriodicalId":33722,"journal":{"name":"Fountain of Informatics Journal","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fountain of Informatics Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21111/fij.v7i1.6432","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
[Application of Augmented Reality Technology in Recognition of Computer Hardware for Learning Media to Increase Learning Interest in SMK TKJ Students] The Covid-19 pandemic causes learning to carried out independently and limitations of students media. Students need a learning media that can help to understanding the material. Augmented reality are an option to help students learn. The purpose of this study is to examine the impact of using augmented reality and knowing student interest in learning at class X TKJ at SMK PGRI 2 Malang. The research uses the Research and Development, model of making applications using Adobe XD, unity, and Vuforia. Data collection methods are observation, interviews, and giving questionnaires. The research data were analyzed by Aiken's V method for media testing by experts with average results of 0.635 and 0.822 by users, 0.722 by material experts that overall category are suitable for use. The results is increasing student interest in learning with the Paired t-test method obtained of Pre-test scores of 606 with an average of 30.3 then increase in Post-test to 436 with an average of 21.8 with a ranking number model that the fewer scores the higher the student's interest in learning. The conclusion of this study is that the application of Augmented Reality technology for learning media can be used to increase student interest in learning.