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5230-Article Text-9560-1-10-20210513
5230-Article Text-9560-1-10-20210513
15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
Rapid technological developments can be used to meet the needs of instructional media in vocational
education. The learning media needed in vocational education can at least facilitate independent
learning in encouraging critical thinking and practical skills. This study aims to discuss the
effectiveness of learning media based on Augmented Reality (AR) in vocational education that has
recently been developed. The method used in this study is a meta-analysis method with secondary
data types. This data is in the form of post-test scores for the control and experimental classes derived
from research articles using AR-based learning media in vocational education. The number of articles
reviewed was 11 articles where the data obtained were calculated using the Effect Size formula. The
calculation results interpret that AR-based learning media has a high effect in influencing learning
outcomes in vocational education. Thus, AR-based learning media is valid to be used in the vocational
education learning process to produce graduates who are able to work on a job or create the job itself.
INTRODUCTION
The industrial revolution 4.0 has had a significant impact on the order of human life.
This industrial revolution moves human life towards the era of socio-digital technology, all of
which are unlimited with connections and automation that utilize computerized technology
and information systems (Ghufron, 2018; E Tasrif et al., 2019). This raises a new challenge
for all aspects of the world (Jalinus et al., 2021; Prisecaru, 2016; Puspita et al., 2020; Asnur,
et al, 2020; Silalahi et al, 2021; Heriyadi et al, 2021; Nofrianto et al, 2020; Viriani et al,
2020).
In answering all the challenges posed by the 4.0 industrial revolution, a preparation is
needed. This preparation can be carried out by encouraging intense changes in various sectors
of life, especially in the education sector (Kiryakova et al., 2018; Shahroom & Hussin, 2018).
This is because the education sector will produce competent humans, with these
competencies all resources can be maximally utilized, so that this revolution has a beneficial
impact, (Ramdani et al., 2019).
The education sector can be realized in the form of a learning process. Learning is a
process of correlating students with educators using media and learning resources in a
learning ecosystem (Depdiknas, 2003).Learning resources can be in the form of learning
media. A media can be said to be a learning media if it is able to transmit learning
information from information sources to recipients of the learning information (Arsyad,
2019).
Effective learning media will determine whether or not learning information is conveyed
properly to students which will later affect student learning outcomes (Ramli, 2015). Student
knowledge will be more abstract if learning only uses media with verbal language, so that
later it will cause differences in perceptions between students and educators. Knowledge will
http://annalsofrscb.ro 15749
Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
be more concrete if learning uses media that provides direct experience in learning, this is
because it involves all human senses, Edgar Dale in (Arsyad, 2019).
Effective learning media will also be able to encourage students to learn independently,
so that they can form student-centered learning (Daryanto, 2016; Kanti et al., 2018). For this
reason, in realizing effective learning media, it is necessary to use a technology. One of these
technologies is virtual technology which is one of the products of the 4.0 industrial revolution
(Ma & Liu, 2016). This technology was chosen because virtual technology is able to
accurately represent real objects in providing information (Kuijpers, 2017). Which is one
example of virtual technology, namely Augmented Reality (AR).
AR technology is a concept that combines digital information into a virtual
environment and is displayed in real time (Abdul & Triwahyuni, 2013). AR technology uses
objects as markers to display 3D images, video, audio, text, and visuals, so that this
technology is able to display practical tools and materials in virtual 3D and even video
simulations in learning, (Mubai, Rukun, Giatman, et al., 2020). The example of AR media-
based learning media is presented in Figure 1.
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Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
METHOD
The method used in this study is the meta-analysis method which is a quantitative
statistic to systematically combine the results of previous research to arrive at a complete
conclusion about a research topic (Cohen et al., 2018). In this meta-analysis the data used are
secondary data. Secondary data in this study came from the post-test scores of the
experimental and control classes in research articles that used the Research and Development
(R&D) type of research with AR-based learning media in vocational education.
The research articles used come from national and international journals from 2017 to
2020. The number of research articles used was 11 articles from research using AR-based
learning media in vocational education. Then the data that has been obtained is calculated
using the effect size formula. The effect size formula is as follows.
Information:
ES = The effect size value
Me = The mean value of students from the experimental class
Mc = The mean value of students from the control class
SD = The value of the pooled standard deviation
Furthermore, to obtain the pooled standard deviation value, it can be calculated using
the SD pooled formula. The pooled SD value obtained, then the average value of the
experimental class values is reduced by the average control value, then divided by the
standard deviation. The calculation results will get a value, which is then interpreted by the
effect size category table, which later on based on the results of this interpretation the effect
category of a treatment is obtained. In this case, the treatment is the use of AR-based learning
media in various fields of vocational education.
Table 1. Effect Size Criteria
Effect Size Value Range Effect level description
0,00 – 0,20 Very low
0,21 – 0,50 Low
0,51 – 1,00 Intermediate
> 1,00 High
Source : (Cohen, L., Manion, L., & Morrison, 2007)
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Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
http://annalsofrscb.ro 15752
Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
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Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
CONCLUSION
AR-based learning media has a high effect on learning outcomes in various majors in
vocational education. This is based on the results of the research data calculation which
obtained an effect size of 1.06. The value of 1.06 has a high effect interpretation of AR-based
learning media on learning outcomes in vocational education. High effectiveness in AR-
based learning media is influenced by this media which has good abstraction, mobility, and
independence. This makes AR-based learning media very appropriate for use in the
vocational education learning process to produce graduates who can work at a job or create
the job itself. Especially for learning in pandemic conditions which limit learning to be
carried out face-to-face offline.
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Annals of R.S.C.B., ISSN:1583-6258, Vol. 25, Issue 4, 2021, Pages. 15749 - 15756
Received 05 March 2021; Accepted 01 April 2021.
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