PENGEMBANGAN DONGENG BERBASIS AUGMENTED REALITY SEBAGAI BAHAN LITERASI DALAM MASA PANDEMI

Wulan Tri Puji Utami, Novy Trisnani
{"title":"PENGEMBANGAN DONGENG BERBASIS AUGMENTED REALITY SEBAGAI BAHAN LITERASI DALAM MASA PANDEMI","authors":"Wulan Tri Puji Utami, Novy Trisnani","doi":"10.30738/tc.v5i2.11080","DOIUrl":null,"url":null,"abstract":"Strengthening literacy in the midst of the Covid-19 pandemic was a challenge for academics and educational practitioners to continue in encouraging literacy. Literacy was one of the important programs in education because literacy culture in Indonesia was still low. The pandemic had hampered the implementation of the School Literacy Movement. Therefore, this research aimed to: 1) develop reading materials in the form of Augmented Reality-based fairy tales for elementary school students so that they became supporting tools of the School Literacy Movement during the pandemic; 2) evaluate the effectiveness of Augmented Reality-based fairy tales in fostering literacy habits in elementary school students. This research was a development research in elementary school students which refered to the ADDIE development stage which had been modified to suit the research objectives. The development stages were: 1) Analysis; 2) Design; 3) Development; 4) Implementation; and 5) Evaluation. The research data were collected through observation, documentation, questionnaires, and tests. The data analysis techniques in this research were divided into four, namely preliminary studies, product development processes, product feasibility tests, and product practicality tests. The research results showed that stories based on AR developed as literacy material for students in Elementary Schools was considered worthy of a good category after validation tests were carried out by material experts, media experts, and practitioners.\nKeywords: augmented reality, digital literacy.\nReferences:\n \nApriyani,  M.E., Huda, M., &  Prasetyaningsih, S.  2016. Analisis Penggunaan Marker Tracking Pada Augmented Reality Huruf Hijaiyah. JURNAL INFOTEL - InformatikaTelekomunikasiElektronika,8(1),https://doi.org/10.20895/infotel.v8i1.54.\nArini, A., & Fitrana, E.A. 2019. Pengembangan Aplikasi Katalog Rumah Berbasis Augmented Reality Menggunakan Algoritma FAST. JISKA (Jurnal Informatika Sunan Kalijaga), 4(1), 9. http://orcid.org/0000-0002-9805-2866.\nAsfandiyar, A.Y. 2010. Cara Pintar Mendongeng. Bandung: Mizan.\nHabsari, Z. 2017. Dongeng sebagai Pembentuk Karakter Anak. Bibliotika: Jurnal Kajian Perpustakaan dan Informasi.Vol 1 No. 1-April 2017(21-29). http://dx.doi.org/10.17977/um008v1i12017p021.\nKhansa, A.R. 2017. The Pengembangan Aplikasi “Indonesian Landmark” Berbasis Android dengan Teknologi Augmented Reality. KOPERTIP : Jurnal Ilmiah ManajemenInformatikaDanKomputer,1(2),77–84. https://doi.org/10.32485/kopertip.v1i02.12\nKrissandi, A.D.S. 2018. Buku Cerita Anak Yang Bermuatan Pendidikan Anti Korupsi. NATURALISTIC : Jurnal Kajian Penelitian   Pendidikan  Dan  Pembelajaran,2(2), 139. https://doi.org/10.35568/naturalistic.v2i2.120\nMutiasih, P., Iswara, P., Nugraha, & Trisna. 2021. Pengembangan Buku Bercerita bergambar berbasis Pendidikan karakter Dalam menumbuhkan Budaya Literasi Siswa Kelas II Sekolah Dasar. Taman Cendekia: Jurnal Pendidikan Ke-SD-an, 5(1), 560. https://doi.org/10.30738/tc.v5i1.9470\nNurgiyantoro, B. 2013. Sastra Anak: Pengantar Pemahaman Dunia Anak. Yogyakarta: Gadjah Mada University Press.\nOECD.  2019.  Programme  for  International  Students  Assessment  (PISA)  Result  from  PISA 2018. Indonesia-Country Note-PISA 2018 Result, Volumes I-III.\nPuspasari,  R., & Suryaningsih,  T.  2019.  Pengembangan  Buku  ajar  kompilasi  Teori Graf dengan Model ADDIE. Journal of Madives Vol. 3(1), 137-152. https://doi.org/10.31331/medivesveteran.v3i1.702\nScrivner, O., Madewell, J., Buckley, C., & Perez, N. 2017. Augmented reality digital technologies (ARDT) for foreign language teaching and learning. FTC 2016 - Proceedings of Future Technologies Conference, 395–398. https://doi.org/10.1109/FTC.2016.7821639\nSugiyono. 2015. Metodologi Penelitian Pendidikan. Bandung: Alfabeta\nSumartini, L.P.A., Antara, P.A.,   &   Magta, M.  2017.   Pengaruh   Metode Dongeng Interaktif  Terhadap  Karakter  Anak  Pada  Taman  Kanak-Kanak  Kuncup  Harapan  Singaraja. Jurnal Pendidikan Anak Usia Dini. Vol. 5, No. 1.\nYuen, S., et al. 2011. Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Education Technology Development and Exchange, 4(1), 119-140. Doi: 10.18785/jetde.0401.10.\nWangid, M. N., Mustadi, A., & Putri, A. R. 2018. Fairy Story Integration For Meaningful Classroom. 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引用次数: 0

Abstract

Strengthening literacy in the midst of the Covid-19 pandemic was a challenge for academics and educational practitioners to continue in encouraging literacy. Literacy was one of the important programs in education because literacy culture in Indonesia was still low. The pandemic had hampered the implementation of the School Literacy Movement. Therefore, this research aimed to: 1) develop reading materials in the form of Augmented Reality-based fairy tales for elementary school students so that they became supporting tools of the School Literacy Movement during the pandemic; 2) evaluate the effectiveness of Augmented Reality-based fairy tales in fostering literacy habits in elementary school students. This research was a development research in elementary school students which refered to the ADDIE development stage which had been modified to suit the research objectives. The development stages were: 1) Analysis; 2) Design; 3) Development; 4) Implementation; and 5) Evaluation. The research data were collected through observation, documentation, questionnaires, and tests. The data analysis techniques in this research were divided into four, namely preliminary studies, product development processes, product feasibility tests, and product practicality tests. The research results showed that stories based on AR developed as literacy material for students in Elementary Schools was considered worthy of a good category after validation tests were carried out by material experts, media experts, and practitioners. Keywords: augmented reality, digital literacy. References:   Apriyani,  M.E., Huda, M., &  Prasetyaningsih, S.  2016. Analisis Penggunaan Marker Tracking Pada Augmented Reality Huruf Hijaiyah. JURNAL INFOTEL - InformatikaTelekomunikasiElektronika,8(1),https://doi.org/10.20895/infotel.v8i1.54. Arini, A., & Fitrana, E.A. 2019. Pengembangan Aplikasi Katalog Rumah Berbasis Augmented Reality Menggunakan Algoritma FAST. JISKA (Jurnal Informatika Sunan Kalijaga), 4(1), 9. http://orcid.org/0000-0002-9805-2866. Asfandiyar, A.Y. 2010. Cara Pintar Mendongeng. Bandung: Mizan. Habsari, Z. 2017. Dongeng sebagai Pembentuk Karakter Anak. Bibliotika: Jurnal Kajian Perpustakaan dan Informasi.Vol 1 No. 1-April 2017(21-29). http://dx.doi.org/10.17977/um008v1i12017p021. Khansa, A.R. 2017. The Pengembangan Aplikasi “Indonesian Landmark” Berbasis Android dengan Teknologi Augmented Reality. KOPERTIP : Jurnal Ilmiah ManajemenInformatikaDanKomputer,1(2),77–84. https://doi.org/10.32485/kopertip.v1i02.12 Krissandi, A.D.S. 2018. Buku Cerita Anak Yang Bermuatan Pendidikan Anti Korupsi. NATURALISTIC : Jurnal Kajian Penelitian   Pendidikan  Dan  Pembelajaran,2(2), 139. https://doi.org/10.35568/naturalistic.v2i2.120 Mutiasih, P., Iswara, P., Nugraha, & Trisna. 2021. Pengembangan Buku Bercerita bergambar berbasis Pendidikan karakter Dalam menumbuhkan Budaya Literasi Siswa Kelas II Sekolah Dasar. Taman Cendekia: Jurnal Pendidikan Ke-SD-an, 5(1), 560. https://doi.org/10.30738/tc.v5i1.9470 Nurgiyantoro, B. 2013. Sastra Anak: Pengantar Pemahaman Dunia Anak. Yogyakarta: Gadjah Mada University Press. OECD.  2019.  Programme  for  International  Students  Assessment  (PISA)  Result  from  PISA 2018. Indonesia-Country Note-PISA 2018 Result, Volumes I-III. Puspasari,  R., & Suryaningsih,  T.  2019.  Pengembangan  Buku  ajar  kompilasi  Teori Graf dengan Model ADDIE. Journal of Madives Vol. 3(1), 137-152. https://doi.org/10.31331/medivesveteran.v3i1.702 Scrivner, O., Madewell, J., Buckley, C., & Perez, N. 2017. Augmented reality digital technologies (ARDT) for foreign language teaching and learning. FTC 2016 - Proceedings of Future Technologies Conference, 395–398. https://doi.org/10.1109/FTC.2016.7821639 Sugiyono. 2015. Metodologi Penelitian Pendidikan. Bandung: Alfabeta Sumartini, L.P.A., Antara, P.A.,   &   Magta, M.  2017.   Pengaruh   Metode Dongeng Interaktif  Terhadap  Karakter  Anak  Pada  Taman  Kanak-Kanak  Kuncup  Harapan  Singaraja. Jurnal Pendidikan Anak Usia Dini. Vol. 5, No. 1. Yuen, S., et al. 2011. Augmented Reality: An Overview and Five Directions for AR in Education. Journal of Education Technology Development and Exchange, 4(1), 119-140. Doi: 10.18785/jetde.0401.10. Wangid, M. N., Mustadi, A., & Putri, A. R. 2018. Fairy Story Integration For Meaningful Classroom. Cakrawala Pendidikan, 37(2), 6–8.
以放大现实为基础的童话发展成为大流行的识字基础
在2019冠状病毒病大流行期间加强扫盲是学术界和教育从业者继续鼓励扫盲的挑战。扫盲是一项重要的教育项目,因为印尼的扫盲文化水平还很低。这一流行病阻碍了学校扫盲运动的实施。因此,本研究旨在:1)为小学生开发基于增强现实的童话形式的阅读材料,使其成为大流行期间学校扫盲运动的辅助工具;2)评价基于增强现实的童话故事在培养小学生识字习惯方面的效果。本研究是一项针对小学生的发展研究,指的是ADDIE发展阶段,并根据研究目的进行了修改。发展阶段为:1)分析;2)设计;3)发展;4)实现;5)评价。研究数据通过观察、文献、问卷调查和测试收集。本研究的数据分析技术分为四种,即前期研究、产品开发过程、产品可行性测试和产品实用性测试。研究结果显示,经材料专家、媒体专家及实践者的验证检验,以AR为基础开发的小学学生识字教材的故事,被认为是一个不错的类别。关键词:增强现实;数字素养;参考文献:Apriyani, m.e., Huda, M., & Prasetyaningsih, S. 2016。彭古南标记跟踪pad增强现实分析。[j] .信息技术与通信学报,2016,34 (1),https://doi.org/10.20895/infotel.v8i1.54.Arini。基于增强现实的梦古那坎算法FAST。[j] .信息学报,4(1),9。http://orcid.org/0000-0002-9805-2866.Asfandiyar, A.Y. 2010。卡拉·平塔·门东庚。万隆:马来西亚。Habsari, Z. 2017。donggeng sebagai Pembentuk Karakter Anak。参考文献:黑龙江科学与信息学报。第1卷第1- 4月2017(21-29)。http://dx.doi.org/10.17977/um008v1i12017p021.Khansa, A.R. 2017。Pengembangan applikasi“印尼地标”基于Android登干技术增强现实。KOPERTIP :信息管理与计算机学报,1(2),77-84。https://doi.org/10.32485/kopertip.v1i02.12Krissandi, A.D.S. 2018。Buku Cerita Anak Yang Bermuatan Pendidikan Anti Korupsi。NATURALISTIC :journal of Kajian Penelitian Pendidikan Dan pembelajan,2(2), 139。https://doi.org/10.35568/naturalistic.v2i2.120Mutiasih, P., Iswara, P., Nugraha, & Trisna。2021。Pengembangan Buku Bercerita bergambar berkbasis Pendidikan karakter Dalam menumbuhkan Budaya Literasi Siswa Kelas II Sekolah Dasar。[j] .中国生物医学工程学报,2016,31(1),393 - 394。https://doi.org/10.30738/tc.v5i1.9470Nurgiyantoro, B. 2013。Sastra Anak: Pengantar Pemahaman Dunia Anak。日惹:Gadjah Mada大学出版社。2019年。国际学生评估项目(PISA) 2018年PISA结果。印度尼西亚-国家笔记- 2018年pisa结果,卷1 - iii。Puspasari, R.和Suryaningsih, T. 2019。Pengembangan Buku ajar kompilasi Teori Graf dengan模型ADDIE。《马尔代夫杂志》第3卷(1),137-152。https://doi.org/10.31331/medivesveteran.v3i1.702Scrivner, O., Madewell, J., Buckley, C., & Perez, N. 2017。增强现实数字技术(ARDT)用于外语教学。美国联邦贸易委员会2016 -未来技术会议论文集,395-398。https://doi.org/10.1109/FTC.2016.7821639Sugiyono。2015. 方法论Penelitian Pendidikan万隆:AlfabetaSumartini, l.p.a., Antara, p.a., & Magta, M. 2017。希望之光,希望之光,希望之光,希望之光彭迪迪肯学报。第五卷,第1号。袁,S.等。2011。增强现实:AR在教育中的概述和五个方向。教育技术发展与交流,4(1),119-140。Doi: 10.18785 / jetde.0401.10。Wangid, M. N., Mustadi, A.和Putri, A. R. 2018。童话故事融入有意义的课堂。彭迪迪坎,37(2),6-8。
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