Implementation of Thematic Textbook Products Based on Augmented Reality

Authors

  • Yuli Haryati Universitas Terbuka Semarang
  • Eem Kurniasih Universitas Terbuka Semarang
  • Ismartoyo Universitas Terbuka Semarang

DOI:

https://doi.org/10.36709/jspaud.v7i2.35

Abstract

Learning about the theme of self in kindergarten is often applied to book media such as text and two-dimensional images only. In this case, it causes learning to be less than optimal so that a learning medium is needed that can help kindergarten students understand the basic characteristics of the shape of the textbook in two dimensions by showing the shape of the object in three dimensions. The purpose of this development is to produce textbook products that have been equipped with Augmented Reality technology in the subject of self for kindergarten class A. The method used in this research is a type of development research known as Research & Development (R&D). The development model used is the Lee & Owens model which has been adapted to the needs of the research. The responses from media experts and material experts received positive responses after the trial. While the product utilization trials were carried out on Class A kindergarten students. And the results obtained overall Augmented Reality Kindergarten thematic teaching book media products on the material of oneself are feasible to use in learning.

Downloads

Download data is not yet available.

References

Abdillah, A. F., Degeng, I. N. S., & Husna, A. (2020). Pengembangan Buku Suplemen dengan Teknologi 3D Augmented Reality sebagai Bahan Belajar Tematik untuk Siswa Kelas 4 SD. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 6(2), 111–118.

Billinghurst, M. (2002). Augmented reality in education. New Horizons for Learning, 12(5), 1–5.

Cusack, T., & O’Donoghue, G. (2012). The introduction of an interprofessional education module: students’ perceptions. Quality in Primary Care, 20(3), 231–238.

FitzGerald, E., Ferguson, R., Adams, A., Gaved, M., Mor, Y., & Thomas, R. (2013). Augmented reality and mobile learning: the state of the art. International Journal of Mobile and Blended Learning (IJMBL), 5(4), 43–58.

Hapsari, N. D., Toenlioe, A. J. E., & Soepriyanto, Y. (2019). Pengembangan Augmented Reality Video Sebagai Suplemen Pada Modul Bahasa Isyarat. Jurnal Kajian Teknologi Pendidikan, 1(3), 185–194.

Hidayat, D. W., Kuswandi, D., & Ulfa, S. (2018). Pembelajaran organisasi makhluk hidup berbasis gamification menggunakan mobile augmented reality. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 4(1), 9– 14.

Jamhari, I., Susilaningsih, S., & Ulfa, S. (2018). Pengembangan Buku Suplemen 3d Augmented Reality Sebagai Bahan Belajar Tematik Tema Lingkungan Tentang Perkembangbiakan Hewan Untuk Siswa Kelas III SD. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 4(2), 76–81.

Joan, D. R. (2015). Enhancing education through mobile augmented reality. Journal of Educational Technology, 11(4), 8–14.

Kurniasari, D. A. D., Rusilowati, A., & Subekti, N. (2014). Pengembangan buku suplemen IPA terpadu dengan tema pendengaran kelas VIII. Unnes Science Education Journal, 3(2).

Lee, W. W., & Owens, D. L. (2004). Multimedia-based instructional design: computer-based training, web-based training, distance broadcast training, performance-based solutions. John Wiley & Sons.

Meyer, R. (1978). Designing learning modules for inservise teacher education. Australia: Centre for Advancement of Teaching.

Nincarean, D., Alia, M. B., Halim, N. D. A., & Rahman, M. H. A. (2013). Mobile augmented reality: The potential for education. Procedia-Social and Behavioral Sciences, 103, 657– 664.

No, P. (22 C.E.). Tahun 2016. Tentang Standar Proses Pendidikan Dasar Dan Menengah.

Orlich, D. C., Harder, R. J., Callahan, R. C., Trevisan, M. S., & Brown, A. H. (2012). Teaching strategies: A guide to effective instruction. Cengage Learning.

Permendikbud. (2016). Peraturan Mentri Pendidikan dan Kebudayaan Nomor 22 Tahun 2016 Tentang Standar Proses Pendidikan Dasar dan Menengah.

Persefoni, K., & Tsinakos, A. (2015). Use of Augmented Reality in terms of creativity in School learning. Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn), 45.

Piaget, J. (1976). Piaget's theory. In Piaget and his school (pp. 11–23). Springer.

Prasetiyo, T. K., Setyosari, P., & Sihkabuden, S. (2018). Pengembangan Media Augmented Reality Untuk Program Keahlian Teknik Gambar Bangunan Di Sekolah Menengah Kejuruan. JINOTEP (Jurnal Inovasi Dan Teknologi Pembelajaran): Kajian Dan Riset Dalam Teknologi Pembelajaran, 4(1), 37–46.

Puspitasari, D., Praherdiono, H., & Adi, E. P. (2020). Pengembangan Suplemen Augmented Reality Animation Pada Buku Mata Pelajaran Biologi Untuk Penguatan Kognitif Siswa SMA. Jurnal Kajian Teknologi Pendidikan, 3(1), 29–39.

Rahardjo, T., Degeng, N., & Soepriyanto, Y. (2019). Pengembangan Multimedia Interaktif Mobile Learning Berbasis Anrdroid Aksara Jawa Kelas X Smk Negeri 5 Malang. Jurnal Kajian Teknologi Pendidikan, 2(3), 195–202. https://doi.org/10.17977/um038v2i32019p195

Rusnandi, E., Sujadi, H., & Fauzyah, E. F. N. (2016). Implementasi augmented reality (ar) pada pengembangan media pembelajaran pemodelan bangun ruang 3D untuk siswa Sekolah Dasar. INFOTECH Journal, 1(2).

Soepriyanto, Y., Sulthoni, S., & Ulfa, S. (2017). Pengembangan Augmented Reality Sebagai Electronic Performance Support System Dalam Pembelajaran. Edcomtech Jurnal Kajian Teknologi Pendidikan, 2(1), 1–10.

Wang, X. (2009). Augmented reality in architecture and design: potentials and challenges for application. International Journal of Architectural Computing, 7(2), 309–326.

Wu, H.-K., Lee, S. W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & Education, 62, 41–49.

Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519–541.

Downloads

Published

31-07-2024

How to Cite

Haryati, Y., Kurniasih, E., & Ismartoyo. (2024). Implementation of Thematic Textbook Products Based on Augmented Reality . Jurnal Smart Paud, 7(2), 138–148. https://doi.org/10.36709/jspaud.v7i2.35

Issue

Section

Articles