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PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY

Penulis Judul Tujuan Metode Sampel Hasil

1. Ridho DEVELOPING to reveal the research and 68 The results


Dedy LEARNING MEDIA development of development students showed that
Arief BASED ONAugmented type one-tailed t-
Budiman AUGMENTED Reality-based test data is
REALITY (AR) learning media posttest
to increase
TO IMPROVE motivation to questionnaire
LEARNING motivation
learn computer
MOTIVATION assembly experimental
class and
materials
control sig
0.000 <α 0.05,
so it can be
concluded that
the motivation
to learn the
experimental
group was
higher than the
control group.

2. Ilmawan PENGEMBANGAN Mengembangka Development Melaui


Mustaqi MEDIA n media Augmented
m, PEMBELAJARAN pembelajaran Reality, guru
Nanang BERBASIS berbasis dapat membuat
Kurniawa AUGMENTED augmented media
n REALITY Reality pembelajaran
yang
menyenangkan,
interaktif, dan
mudah
digunakan

3. F S Augmented to describe the Research and the


Irwansya Reality (AR) stages of AR Development manufacture of
h, Y M Technology on manufacture AR-based
Yusuf, The Android technology- learning media
Farida, M Operating System based learning on this android
A in Chemistry media on the system has the
Ramdhan molecular potential to be
i Learning geometry applied to the
learning of
chemistry
especially on
molecular
geometry
subject

4. Xiaodong Teaching based based on the Keller's ARCS Teacher, The results of a
Wei a, * , on augmented ARCS model of model. The high school pilot study
Dongdon reality for a motivational steps: teaching students show that the
g Weng technical creative design, social scheme proposed
b, * , Yue design course psychology, and analysis, teaching
Liu b , a computational teaching scheme
Yongtian model of scheme design, significantly
Wang creativity. Two development of improves
teaching aids are teaching aids, learning
introduced to and teaching motivation,
support this scheme student
teaching assessment. creativity, and
scheme: “AR the teaching of
Creative- creative design.
Classroom,”
which explains
the
domainrelevant
knowledge of
creative design,
and “AR
Creative-
Builder,” which
helps students to
build actual AR
scenes

5. Xavier A KINECT-BASED to help the child Research and Autism a wide range of
Casas, AUGMENTED to improve Development individual activities have
Gerardo REALITY SYSTEM critical abilities been
Herrera, FOR INDIVIDUALS for his developed.
Inmacula WITH AUTISM development. These activities
da Coma SPECTRUM More include images,
and DISORDERS specifically, the videos, sounds
Marcos aim is to teach and virtual
Fernánde the individual objects
z with autism integrated in
about self- the augmented
awareness, body world where
schema and children can
postures, play. Therefore,
communication the possibility
and imitation by of using Kinect
means of an A.R. to develop this
system. type of
application
aimed at
children with
autism has
been shown.

6. J. Ferrer- ARBOOK: presents the Development of ARBOOK is


Torregro Development experience of a the Tool: significantly
sa and Assessment new tool based ‘‘Augmented
better than
of a Tool Based on augmented Reality Book
J. Torralba reality (AR) conventional
on Augmented (ARBOOK) Part methods
M. A. Reality focusing on the
for anatomy of the I. Lower limb’’. promoting
Jimenez Anatomy motivation
lower limb.
S. Garcı´a ARBOOK was and autonomy.
constructed and The ARBOOK This is one of
J. M. Barcia includes a card
developed based the most
on TC and MRN (Fig.1 b) for interesting
images, each ana- points
dissections and tomical figure
drawings. that can be after
recognized by a considering the
digital webcam time spent by
students in
connected to a terms of
computer (see
Fig. 1 c, d). autonomous
Then, the work. The
virtual development of
tools promoting
AR image
appears in the self-learning
computer and
screen. The autonomous
users can work must be
seriously
modify the
actual position considered for
of the virtual anatomical
structure by training and
other sciences.
moving the card
(Fig. 1 d). A
demonstration
of the tool can

be seen at the
attached file
(file 1).

To develop the
ARBOOK, more
than 100 TC
images

were needed
and the images
were processed
by OsiriX

software and
3D constructed.
LabHuman

and VMV3D

companies
performed the
animation.

7. Pedro SMART: A SysteM describe the SMART puts Elementary SMART is


Campos of Augmented design and children school effective in
Reality for evaluation of exploring con- students maintaining
Teaching 2nd SMART, cepts like high levels of
Grade Students means of motivation
an educational transportation,
system that among children,
types of animals
uses augmented and similar and also that
reality for SMART has a
teaching semantic positive impact
categories on
2 through the use
of a set of the students’
nd learning
racquets that
grade-level are experience,
concepts, especially
adequate and used to among the
integrated with manipulate a weaker
national TV-show style
game with 3D students.
curriculum models
guidelines.
which are
superimposed
to the real time
video feed of
the whole

class.

8. José Augmented presents a Research and Teachers Through an


Miguel reality mobile framework Development evaluation of
Motaa,∗ , app development comprising the the framework
Iván Ruiz- for all development with 47 third-
Rubea , tool and a level educators,
Juan method for we found that
Manuel designing and block-based
Doderoa deploying programming
, learning languages such
Inmacula activities as the one used
da in the VEDILS
Arnedillo authoring tool
-Sánchez can help
b teachers to
overcome their
lack of
programming
skills, thus
enabling them
to develop their
own mobile
applications.
The TAM
evaluation
indicates a high
level of
acceptance for
VEDILS among
the lecturers
surveyed

9. Jia The Development Based on A quasi- students using the


Zhang, and Evaluation of kinesthetic experimental MDAS
Yao-Ting an Augmented learning style design system
Sung, Reality-Based theory and method was during
Huei-Tse Armillary Sphere interviews adopted, and outdoor
Hou, for Astronomical regarding 200 fifth- observation
Kuo-En Observation
teachers' grade activities
Chang Instruction
experiences students effectively
applying were enhanced
traditional selected as both the
astronomy participants. students'
teaching learning of
methods, a astronomical
mobile digital observation
armillary content and
sphere their
(MDAS) performance
using of
augmented astronomical
reality (AR) observation
was skills.
developed for
use during
astronomical
observation
instruction.
10.Chien- An Interactive to use AR Research students by working
Huan Augmented technology to and directly with 3D
Chien, Reality System create an development skull model
Chien- for Learning interactive with visual
Hsu Anatomy learning support and
Chen, Structure environment, tangible
Tay- which allows manipulate, this
Sheng students to AR system can
Jeng understand the help young
3D skull medical
structure with students to
visual support. learn the
complex
anatomy
structure better
and faster than
only with
traditional
methods.

PENGEMBANGAN MEDIA PEMBELAJARAN EBOOK

Penulis Judul Tujuan Metode Sampel Hasil


1. Edy PENGEMBANGA untuk penelitian siswa 1) Media yang
Suprapto, N E-BOOK
mengembangka pengembangan kelas X dikembangkan
Davi INTERAKTIF n media E-Book yang Teknik sangat valid
Apriandi, BERBASIS interaktif (baik) dengan
diadopsi dari Kendaraan hasil rata-rata
dan ANIMASI BAGI berbasis
Inayah animasi bagi model Ringan angket
SISWA SEKOLAH siswa pengembangan
Putri
Pamungka MENENGAH 4D dan validasi media
KEJURUAN Sekolah dilaksanakan oleh pakar
s
Menengah sampai pada sebesar 97,92%.
Kejuruan (SMK) tahap ketiga, 2) Media
yaitu define, Pembelajaran
yang
design, dan dikembangkan
develop sangat praktis,

dengan
mendapatkan
respon yang
sangat baik
dimana rata-
rata angket
sebesar 92,12%
yang

memberikan
respon positif,
3) Media E-Book
interaktif yang
dikembangkan
cukup efektif,
dimana

ketuntasan hasil
belajar siswa
mencapai
87,19%.

2. Dwi Pengembangan untuk penelitian Mahasisw Hasil


Mentari*, media mengemas hasil pengembangan a
Sumpono, pembelajaran e- profil protein (Development penelitian ini
yaitu media
Aceng book hati Mus
Ruyani berdasarkan musculus Research) pembelajaran e-
hasil dengan book yang
dibangun
riset elektroforesis berdasarkan
elektroforesis 2- dua dimensi ke hasil riset
d untuk dalam buku secara
mengukur elektronik (e- struktural
kemampuan book), dan
berpikir mengetahui terdiri dari; a)
kemampuan pendahuluan, b)
kreatif berpikir materi isi
mahasiswa elektroforesis,
kreatif c) analisis hasil
mahasiswa penelitian, d)
terhadap kesimpulan, e)
implementasi
pembelajaran evaluasi, dan f)
menggunakan biodata penulis.
media e-book. Setelah e-book
diimplementasi
terhadap
mahasiswa
sebanyak 30
orang

menunjukkan
bahwa
mahasiswa yang
berpikir sangat
kreatif
berjumlah 19
orang (63%),
mahasiswa

berpikir kreatif 7
orang (23,3%),
dan mahasiswa
berpikir cukup
kreatif 3 orang
(13,3%).

3. Duwi PENGEMBANGA to produce a The students The results


Novitasari N MEDIA valid and Development showed that
Triani PEMBELAJARAN practical e-book Model used by edmodo-based
Ratnawuri ELECRONIC the ADDIE e-books are
BOOK (E-BOOK) model consists valid for use in
Meyta of 5 stages the
Pritandhar BERBASIS (Analysis,
i EDMODO KELAS learning
Design,
X SMK Development, process. The
KARTIKATAMA results of
Implementation
METRO , and validation by
media experts
Evaluation).
with 88%
criteria are very

valid, material
experts with
86% criteria are
very valid. The
results of
edmodo-based
e-book

products testing
to students with
a percentage of
86% criteria are
very practical,
this shows

that the e-book


can already be
used as a
medium of
accounting
learning.

4. I W. A. PENGEMBANGA untuk Research and siswa hasil yang


Ambhara N MEDIA menghasilkan Development diperoleh dari
Sanuaka, PEMBELAJARAN media dalam bidang mengembangka
K. Udy ELECTRONIC pembelajaran n e-book
Ariawan, I BOOK electronic book pendidikan
interaktif
Wayan (e-book)
Sutaya (E-BOOK) interaktif multimedia
INTERAKTIF terdapat
multimedia
MULTIMEDIA perubahan
DALAM MATA dalam penyajian dalam
PELAJARAN bentuk flip.
mata pelajaran Secara materi
TEKNIK ANIMASI Teknik Animasi dilakukan
3D DAN TEKNIK 3D dan Teknik dengan
ANIMASI 2D DI Animasi 2D di
JURUSAN Jurusan pendekatan
Multimedia SMK nyata dalam
MULTIMEDIA Negeri 3 bentuk video,
SMK NEGERI 3 Singaraja. baik video
SINGARAJA tutorial maupun
video ilustrasi.
Hasil uji validasi
dari

validator
dengan
menggunakan
angket
menyatakan
media
pembelajaran e-
book interaktif
multimedia

dalam mata
pelajaran Teknik
Animasi 3D dan
Teknik Animasi
2D sesuai
dengan konsep
pada materi
yang

terdapat
dimasing-masing
mata pelajaran.

5.

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