{"title":"Media Pembelajaran Huruf Hijaiyah untuk Siswa Sekolah Dasar berbasis Augmented Reality","authors":"Novandaru Achnivandra Dwi Fortuna, Hardika Dwi Hermawan","doi":"10.29408/edumatic.v7i1.13373","DOIUrl":null,"url":null,"abstract":"The ability of grade 1 students of SD N Ponowaren 02 to recognize and memorize hijaiyah letters that are still lacking needs to be improved. Today's technology can be utilized as a learning media by using smartphones. Especially in the world of education, the use of this technology can facilitate both teachers and students in an innovative, creative, and educational learning process. The purpose of this research is to develop teaching materials that encourage and increase children's interest in learning Hijaiyah letters by utilizing augmented reality technology. In this study using the Research and Development approach method. The method is used to produce certain products and test the effectiveness of the product, then for the product development model using the Multimedia Development Life Cycle, which includes concept, design, material collection, manufacturing process, testing, and product distribution. Observation and questionnaires are used for the data collection process. This research shows how augmented reality technology combined with educational games can improve children's learning efficiency in learning hijiayah letters. Based on the research of learning media game Bijaya (Belajar huruf hijaiyah) shows that the feasibility of media obtains results above 90%. Based on the Likert scale test criteria, this shows that the Bijaya application learning media is very feasible to be developed and utilized.","PeriodicalId":314771,"journal":{"name":"Edumatic: Jurnal Pendidikan Informatika","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Edumatic: Jurnal Pendidikan Informatika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.29408/edumatic.v7i1.13373","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The ability of grade 1 students of SD N Ponowaren 02 to recognize and memorize hijaiyah letters that are still lacking needs to be improved. Today's technology can be utilized as a learning media by using smartphones. Especially in the world of education, the use of this technology can facilitate both teachers and students in an innovative, creative, and educational learning process. The purpose of this research is to develop teaching materials that encourage and increase children's interest in learning Hijaiyah letters by utilizing augmented reality technology. In this study using the Research and Development approach method. The method is used to produce certain products and test the effectiveness of the product, then for the product development model using the Multimedia Development Life Cycle, which includes concept, design, material collection, manufacturing process, testing, and product distribution. Observation and questionnaires are used for the data collection process. This research shows how augmented reality technology combined with educational games can improve children's learning efficiency in learning hijiayah letters. Based on the research of learning media game Bijaya (Belajar huruf hijaiyah) shows that the feasibility of media obtains results above 90%. Based on the Likert scale test criteria, this shows that the Bijaya application learning media is very feasible to be developed and utilized.
SD N Ponowaren 02的一年级学生对hijaiyah字母的识别和记忆能力还有待提高。今天的科技可以通过使用智能手机作为学习媒体。特别是在教育领域,这种技术的使用可以促进教师和学生在创新、创造和教育的学习过程中。本研究的目的是利用增强现实技术开发教材,以鼓励和提高儿童学习Hijaiyah字母的兴趣。本研究采用研究开发方法。该方法用于生产某些产品并测试产品的有效性,然后使用多媒体开发生命周期为产品开发模型,其中包括概念、设计、材料收集、制造过程、测试和产品分发。数据收集过程采用观察法和问卷调查法。本研究展示了增强现实技术与教育游戏相结合如何提高儿童在学习hijiayah字母时的学习效率。基于对学习媒体游戏《Bijaya》(Belajar huruf hijaiyah)的研究表明,媒体的可行性获得了90%以上的结果。基于Likert量表测试标准,这表明Bijaya应用学习媒体的开发和利用是非常可行的。