The Utilization and Practicality of Learning Media Based Augmented Reality

A. M. Syafar, H. Gani, Muhammad Agung
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Abstract

According to the skills and interests of the students, an effective learning process should be dynamic, enjoyable, demanding, motivating, and provide them more room to develop their creativity and independence. Theory is not as important in vocational high school as practice is. The following factors should be taken into account while choosing media: learning objectives, effectiveness, accessibility, students, usage, cost, and quality. One of the advancements in educational media that is still in use today, the new one uses augmented reality to learn media. Vuforia and Unity 3D are tools that can be used to create augmented reality. An interactive learning tool with augmented reality is the end product. The created learning media's validity was analyzed, and the average result fell into the "Valid" category at 3.21. In the "very practical" category, augmented reality learning materials have an average practicality of 88.9%. The conclusion of the research is digital technology that can be used by teachers in improving the quality of the learning process including augmented reality technology. Utilization of digital technology in the process learning can increase interest and motivation student learning, the quality of the learning process, and results learning.
基于增强现实技术的学习媒体的利用和实用性
根据学生的技能和兴趣,有效的学习过程应该是动态的、愉快的、有要求的、激励性的,并为他们提供更多的空间来发展自己的创造力和独立性。在职业高中,理论不如实践重要。在选择媒体时应考虑以下因素:学习目标、有效性、可及性、学生、使用情况、成本和质量。教育媒体的进步之一是使用增强现实技术来学习媒体,这种新技术至今仍在使用。Vuforia 和 Unity 3D 是可以用来创建增强现实的工具。最终产品是一个具有增强现实功能的互动学习工具。在 "非常实用 "类别中,增强现实学习材料的平均实用率为 88.9%。研究的结论是,教师可以利用包括增强现实技术在内的数字技术来提高学习过程的质量。在学习过程中利用数字技术可以提高学生的学习兴趣和动力,提高学习过程的质量和学习效果。
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