增强现实技术在汽车学科中的应用:四轮车辆制动系统的基本能力

M. Farkhan, E. Setyati, Francisca Haryanti Chandra
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引用次数: 0

摘要

在汽车学习中,教师一般使用书本和教具作为学习媒介。汽车学习成果表现出较低的学习成果价值。因此,需要一种能够帮助提高学习效果的学习媒体。克服这个问题的一个方法是使用利用增强现实技术的学习媒体。本研究利用基于android的增强现实技术开发了一种学习媒体,对四轮车辆的制动系统进行三维仿真。使用的增强现实工作系统是基于标记的跟踪,并使用3D Max软件和Vuforia插件。在教学法方面,该学习系统采用了情态原则。本研究采用实验研究。参与实验的44名学生被分为两组,每组22名学生。两组分别进行了前测和后测。实验组给予基于增强现实的学习媒体治疗,对照组不使用传统的学习媒体。经过比较,由于大流行时期的原因,结果显示并非最佳。结果表明,对照组与实验组的前测结果为49.32,对照组的后测结果为62.73,实验组的前测结果为73.18。因此,从实验组与对照组的后测成绩差异来看,实验组提供基于增强现实的学习媒体的治疗因素是有影响的。从观察和访谈来看,学生在学习活动中更加活跃,学生渴望参与学习。这证明学生对这种媒体很感兴趣,可以产生学习的动力。
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Utilization Of Augmented Reality In Automotive Subjects For Basic Competencies Of Four-Wheeled Vehicle Brake Systems
In automotive learning, teachers generally use books and teaching aids as learning media. Automotive learning outcomes show the low value of learning outcomes. Thus a learning media is needed that can help improve learning outcomes. One way to overcome this problem is to use learning media that utilize augmented reality technology. In this study, a learning media using augmented reality technology based on android was developed to simulate the brake system on four-wheeled vehicles in 3 dimensions. The Augmented Reality work system used is marker based tracking, and uses 3D Max software and the Vuforia plug-in. In terms of pedagogy, this learning system uses the Modality Principle. Participants are class XI students of SMK YPM 4 Taman. This research uses experimental research. The students involved were 44 students divided into 2 groups, with each group consisting of 22 students. Both groups received a pre-test and a post-test. The experimental group was given treatment with Augmented Reality-based learning media, while the control group did not use conventional learning media. After making comparisons, the results show less than optimal due to the pandemic period. The results showed that the pre-test result between the control group and the experimental group was 49.32, and the post-test result for the control group was 62.73, while for the experimental group it was 73.18. So that from the difference in the difference in post-test scores between the experimental group and the control group shows that the treatment factor by providing Augmented Reality-based learning media in the experimental group has an influence. From observations and interviews, students were more active in learning activities and students were eager to take part in learning. This proves that students are interested in this media which can generate motivation to learn.
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