32 research outputs found

    Lorentz Force Practicum Tool (LoFoPaT): Enhancing Students' Conceptual Understanding in Physics

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    The Lorentz Force Practicum Tool (LoFoPaT) is a physics learning medium designed to visualize abstract concepts related to the direction of the Lorentz force. This study aims to describe the development of LoFoPaT and its effectiveness in constructing students’ understanding of Lorentz force concepts. The research employed a 4D model (Define, Design, Develop, and Disseminate). During the development stage, the tool was enhanced to generate a larger Lorentz force. Based on assessments by three experts using Mini-Facets Rasch 3.84.0 software, the results indicated that LoFoPaT is valid, though some revisions were suggested. In the dissemination stage, LoFoPaT was implemented with 20 high school students (11 females and 9 males) as research subjects. The Four-tier Instrument on Lorentz Force (FILOF) was used for pre- and post-test questions. The results demonstrated that LoFoPaT is effective in constructing students’ understanding of the Lorentz force at an intermediate level. In conclusion, LoFoPaT can be utilized as a physics learning medium in classrooms to enhance students’ conceptual understanding, particularly in visualizing the direction of the Lorentz force using the right-hand rule

    A Systematic Review of Augmented Reality Game-Based Applications in Primary Education

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    Augmented Reality game-based learning (ARGBL) is quickly gaining momentum in the education sector worldwide as it has the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how ARGBL applications can impact students’ motivation and performance in primary education. This study addresses that topic by providing a systematic review, which analyses and critically appraises the current state of knowledge and practice in the use of ARGBL applications in primary education. In total, seventeen (17) studies that used either qualitative, quantitative, or mixed-methods to collect their data were analysed and were published between 2012 and 2017. The study results indicated that ARGBL applications are mainly used to document the design and development process, as well as to share preliminary findings and student feedback. Based on a comprehensive taxonomy of application areas for AR in primary education, ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitudes in laboratory experimental exercises for different courses. This review aims to offer new insights to researchers and provide educators with effective advice and suggestions on how to improve learning outcomes, as well as increase students’ motivation and learning performance by incorporating this instructional model into their teaching

    Development of 2-D augmented reality integrated physics e-book to improve students’ problem-solving skills

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    This study aims to produce an augmented reality integrated e-book that is feasible to improve the problem solving skills for 11th graders; identify the improvement of 11th graders’ problem solving skills after using the augmented reality integrated e-book. Problem-solving as a way of obtaining solutions to difficulties is divided into four indicators, which are: understanding the problem, making plans, implementing plans, and reviewing solutions. Data collection techniques consist of tests, questionnaires, observations, and documentation using instruments that support the Research and Development (R&D) technique with a 4D model. Research subjects were selected by simple random sampling with 34 students of 11th graders. In this study, questionnaires were used for validation, observations were made to determine the condition of students, and documentation was used as evidence in conducting research. The data were analyzed quantitatively based on the results of the validation and analysis of pretest and posttest items. The results showed that the augmented reality integrated e-book is feasible to use based on the results of validation using average value conducted by a very high category validator and the validation value obtained is 3.79. The improvement of problem solving skills was analyzed using Normalized Gain and the improvement of problem solving skills got a score of 0.8 in the high category

    A Case Study on 21 st Century Skills Development Through a Computer Based Maths Game

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    International audienceThe new technology developments that are emerging on the market demand re-skilling and updating competencies thus enabling people to adapt to new expectations in the 21st century workplace and life. Therefore, the education system should also prepare learners for lifelong learning through development of 21st century skills. Recent research on mathematics education also shows that for many students, math is not considered an easy subject and students are facing difficulties in developing logical thinking and problem solving skills. This paper introduces "Count With Me!", a novel educational computer based video game that teaches maths concepts. An investigation on how the game supports the development of learners' 21st century skills such as problem solving, self-directed learning, knowledge building and digital literacy is presented. The results of a case study in a 3rd level educational institution show that the large majority of students that took part in the case study acquired 21st century skills. 96.97% of students believed that the Count With Me! game helped them to develop their problem solving skills. 82.82% of students liked self-pacing themselves through the game based educational material. 78.78% of students agreed that the maths game has improved their knowledge and 81.81% of students were satisfied with their achievements in the game

    EFEKTIVITAS PENERAPAN MEDIA PEMBELAJARAN FISIKA BERBASIS AUGMENTED REALITY: STUDI LITERATUR

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    This study aims to describe the effectiveness of the application of augmented reality-based learning media in physics learning. This effectiveness is in terms of increasing understanding of concepts, interest in learning, learning outcomes, and students' critical thinking skills. This research is due to the lack of understanding of physics by students at various levels of education. Learning physics is considered difficult because of the abstract concept and the lack of innovation in learning so that it affects the ability of students. Therefore, we need an innovation in the physics learning process in the form of augmented reality-based learning media. Quantitative approach is the approach used in this research and literature study as a data collection method. The literature sources used are from the indexing portals Google Scholar, Sinta, Garuda and others. Researchers obtained 10 references related to study objectives from 2014 to 2022. From the analysis of the literature study conducted, it was found that the use of augmented reality in learning physics can increase conceptual understanding, increase interest in learning, and improve students' critical thinking skills in learning physics.Penelitian ini bertujuan untuk mendeskripsikan efektivitas penerapan media pembelajaran berbasis augmented reality dalam pembelajaran fisika. Efektivitas ini ditinjau dari peningkatan pemahaman konsep, minat belajar, hasil belajar, dan kemampuan berpikir kritis peserta didik. Penelitian ini disebabkan karena masih minimnya pemahaman fisika peserta didik pada berbagai jenjang pendidikan. Pembelajaran fisika dianggap sulit karena konsepnya yang abstrak dan minimnya inovasi dalam pembelajaran sehingga berpengaruh terhadap kemampuan peserta didik. Oleh karena itu, diperlukannya suatu inovasi dalam proses pembelajaran fisika berupa media pembelajaran berbasis augmented reality. Pendekatan kuantitatif merupakan pendekatan yang digunakan pada penelitian ini dan studi literatur sebagai metode pengumpulan data. Sumber literatur yang digunakan berasal dari portal pengindeks Google Scholar, Sinta, Garuda dan lainnya. Peneliti mendapatkan 10 referensi yang berhubungan dengan tujuan studi mulai dari tahun 2014 sampai 2022. Dari analisis studi literatur yang dilakukan diperoleh bahwa penggunaan augmented reality dalam pembelajaran fisika dapat meningkatan pemahaman konsep, meningkatkan minat belajar, dan meningkatkan kemampuan berpikir kritis peserta didik dalam pembelajaran fisika

    A case study: what attracts teachers to augmented reality

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    This study aimed to identify the reasons why teachers are interested in augmented reality (AR) technology. AR is a technology that allows simultaneous enrichment of real-world images with virtual objects. AR is used at all levels of education from preschool to graduate school. The teachers who liked the Facebook page were sent the online survey via a message. 205 teachers who responded voluntarily to the questionnaire constituted the study group. Criterion sampling method, which is a purposeful sampling method, was used in the research. Case study design which is one of the qualitative research methods was used in this research. To ensure the reliability of the study, the coding process was conducted by the first researcher and another domain expert, and the codes were cross-checked. The results of the study showed that the reasons teachers are interested in AR were classified under three themes: educational benefit (teaching more effective lessons, attracting students' attention to lessons, enriching the content of the course, facilitating easier understanding of subjects, ensuring more permanent learning, making lessons more fun were attractive for teachers), professional development (follow current educational technologies, develop specialized course materials, share what they know with other teachers, use this information with other subjects) and personal development (learning new things, benefit from academic studies, prepare projects). © 2022, Ozgen Korkmaz. All rights reserved

    Pengembangan Media Pembelajaran ARDI (AR-Digital Book) Berbasis Augmented Reality 3D Animated Pada Materi Induksi Elektromagnetik

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    This study aims to produce and develop ARDI digital books on the physics of electromagnetic induction. The research method used is research and development with the ADDIE development model, but limited use of ADD, namely Analysis, Design, and Development. ARDI digital books were validated by 5 (five people), namely 1 IT expert, 2 physicists, and 2 learning media experts. The analysis consists of selecting topics, analyzing the physics of electromagnetic induction and analyzing learning media. The design features 3D animation designs using Blender 3.4 software and augmented reality using Meta Spark Studio and Player. Development contains the development of a 3D animation design presented in the form of a digital book which can be accessed through the playstore or appstore. Furthermore, the trial results data were analyzed descriptively and the expert validation results data were analyzed using the content validity ratio (CVR). The results showed that the results of the validation of the ARDI design that had been made feasible were developed with the responses of all validators giving a value of 1 (one) in 4 (four) aspect items being assessed. From the research conducted, it can be concluded that ARDI learning media which describes the physics of electromagnetic induction is suitable for use as a new medium, the drawbacks of ARDI media are that it does not yet provide gamification and virtual laboratories that require additional presentation of physics concepts. The recommendations given for further research are the development of gamification and virtual laboratories in ARDI digital booksPenelitian ini bertujuan untuk menghasilkan dan mengembangakn buku digital ARDI pada materi fisika induksi elektromagnetik. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model pengembangan ADDIE, namun terbatas pengguaan ADD, yaitu Analyse, Design, and Development. Buku digital ARDI divalidasi 5 (lima orang), yaitu 1 ahli IT, 2 ahli fisika, dan 2 ahli media pembelajaran. Analyse terdiri dari, pemilihan topik, analisis konsep fiiska induksi elektromagnetik dan analisis media pembelajaran. Design memuar desain animasi 3D berbantukan software blender 3.4 dan augmented reality berbantukan meta spark studio dan player. Development memuat pengembangan desain animasi 3D yang disajikan dalam wujud buku digital yang mampu diakses melalui playstore maupun appstore Selanjutnya, data hasil ujicoba dianalisis secara deskriptif dan data hasil validasi ahli dianalisis dengan menggunakan content validity ratio (CVR). Hasil penelitian menunjukkan hasil validasi desain ARDI yang telah dibuat layak dikembangkan dengan respon seluruh validator memberikan nilai 1 (satu) pada 4 (empat) item aspek yang dinilai. Peneltian yang dilakukan dapat disimpulkan bahwa media pembelajaran ARDI yang memaparkan fisika induksi elektromagnetik layak digunakan sebagai media baru, kekurangan media ARDi belum menyajikan gamifikasi dan virtual laboratorium yang memerlukan penambahan penyajian konsep fisika. Rekomendasi yang diberikan untuk penelitian selanjutnya adala adanya pengembangan gamifikasi dan virtual laboratorium dalam buku digital ARD

    The Integration of Augmented Reality (AR) in Education

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    New teaching techniques have been adopted as a result of the emergence of innovative technological tools in the field of Augmented Reality (AR), as investigated in several articles to date (Hsu 2017; Forsythe & Raine 2019). The availability of AR applications, both vision, and location-based, allows students today to learn foreign languages in a more contextualized and immersive manner, thanks to the use of smartphones and other electronic devices. Thus, this study seeks to analyze and review the recent trends in AR implementation in education and to present the main projects aimed at teaching with AR-based projects that have been published in the latest years in WOS and Scopus

    PENGEMBANGAN MEDIA PEMBELAJARAN MESIN BAKAR 2 TAK dan 4 TAK BERBASIS AUGMENTED REALITY

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    Mesin bakar 2 tak dan 4 tak merupakan salah satu mata pelajaran penting di jurusan TKRO. Hasil belajar siswa pada mata pelajaran mesin bakar 2 tak dan 4 tak tergolong rendah disebabkan siswa masih mengalami kesulitan memahami bentuk visual pada materi ini, karena media pembelajaran yang digunakan masih terbatas. Penelitian ini bertujuan untuk mengembangkan media pembelajaran augmented reality berbasis android sebagai media pembelajaran mesin bakar 2 tak dan 4 tak. Penelitian ini menggunakan metode kualitiatif dan kuantitatiif (mix method) dengan pendekatan deskriptif serta penjaringan data digunakan kuesioner. Proses pengembangan media pembelajaran augmented reality menggunakan pendekatan Analisys, Design, Development, Implementation, and evaluation (ADDIE). Selanjutnya dilakukan pengujian kelayakan pada aspek usability dan penerapan disekolah kepada siswa untuk mengetahui tingkat kemampuan kognitif maupun psikomotorik siswa. Sampel pada penelitian adalah siswa SMK Negeri 1 Kerumutan kelas XI TKRO. Kemampuan kognitif dan psikomotorik siswa mengalami peningkatan serta memperoleh respon positif dari penggunaan media pembelajaran tersebut. Media pembelajaran augmented reality berbasis android dinyatakan layak dan efektif digunakan untuk mendukung proses pembelajaran mesin bakar 2 tak dan 4 tak di sekolah. Kata Kunci: media pembelajaran, aplikasi, augmented reality, dan android ABSTRAC Two and four stroke engines are not one of the important subjects in the TKRO department. Student learning outcomes in 2 and 4 combustion engine subjects are not low because students still have difficulty understanding the visual form on this material, because the learning media used is still limited. This study aims to develop an Android-based augmented reality learning media as a 2-stroke and 4-stroke combustion engine learning media. This study uses qualitative and quantitative methods (mix method) with a descriptive approach and data collection using a questionnaire. The process of developing augmented reality learning media uses the Analysis, Design, Development, Implementation, and evaluation (ADDIE) approaches. Furthermore, a feasibility test was conducted on the aspects of usability and application in schools to students to determine the level of cognitive and psychomotor abilities of students. The sample in the study was students of SMK Negeri 1 Kerumutan in class XI TKRO. Students' cognitive and psychomotor abilities have increased and have received positive responses from the use of learning media. Android-based augmented reality learning media is declared feasible and effective to be used to support the learning process of 2 and 4 fuel engines not at school. Keywords: learning media, applications, augmented reality, and androi
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