基于增强现实的学习媒体机器——机器

Goani Marind, Riki Mukhaiyar
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摘要

本研究旨在为巴东州立大学电机工程系的电机课程制作有效的基于增强现实的学习媒体。使用的研究方法是采用预实验研究方法,采用一次性案例研究设计的研究方法。这种类型的一次性案例研究旨在看到测量的力量和研究设计的科学价值。在这种方法中,应用程序使用支持软件,即Unity 2018软件,Android studio和Vuforia。此外,作者通过将提供并测试效度的问卷来查看作者所做的应用程序作为学习媒介是否可行和有效。在其应用中,该学习媒体应用于2022年在巴东州立大学电气工程系学习电机课程的22名学生。对研究材料的可行性进行测试,材料内容的可行性测试得到了95%的数据,媒体可行性测试得到了95%的数据,其中数据表明所制作的学习媒体被认为是非常可行的,可以用作研究材料。研究的实施表明,在《电机》课程中使用基于增强现实的学习媒体可以提高学习过程的质量和学生的学习动机。根据数据分析,学习媒体的有效性的平均值是75.56%,这个值可以归类为有效的替代互动学习媒体。
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Media Pembelajaran Berbasis Augmented Reality pada Mata Kuliah Mesin – Mesin Listrik
This study aims to produce effective Augmented Reality-based learning media in the electrical machinery course in the Department of Electrical Engineering, Padang State University. The research method used is the method of research using the pre-Experimental research method with a One-Shot Case Study design. This type of One-Shot Case Study aims to see the power of measurement and the scientific value of a research design. In this method the application is made using supporting software, namely the Unity 2018 software, Android studio and Vuforia. Furthermore, the authors see whether the application that the author makes is feasible and effective to use as a learning medium through a questionnaire that will be provided and tested for validity. In its application, this learning media is applied to twenty-two students who are taking the Electrical Machines course at the Department of Electrical Engineering, Padang State University in 2022. Testing the feasibility of research materials obtained a figure of ninety-five percent for the feasibility test of the content of the material and ninety-five percent three percent for the media feasibility test where the figure shows that the learning media made are said to be very feasible to be used as research material. The implementation of the research shows that the use of Augmented Reality-based learning media in the Electrical Machines course can improve the quality of the learning process and student learning motivation. Based on data analysis, the average value of the effectiveness of learning media is seventy-point fifty six percent where this value can be categorized as effective as an alternative interactive learning media.
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