增强现实技术在计算机维护学习材料可视化中的应用

W. Hidayat, Muchammad Ryan Pratama, Hanif Samsu Angga Risky, R. Wakhidah, T. A. Sutikno, Alfyananda Kurnia Putra
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引用次数: 1

摘要

高职学生在新冠肺炎大流行期间的计算机维护实践学习无法得到最佳实施。学生难以企及的硬件接入问题使得本学科的学习障碍更大。因此,通过本研究,开发了一种基于移动的学习媒体,利用AR技术和3D动画将计算机组件设备可视化。研究方法为ADDIE模型。研究从诊断问题、描述需求和寻找计算机维护学习的适当解决方案开始。接下来,进行产品设计过程和用户旅程,然后使用3D动画资产和学习材料开发应用程序。实施活动要经过媒体和内容专家的评估过程,以确定应用程序的有效性。媒体与内容验证工具包括4个方面,共46个项目。该媒体配备了3D物体,可以用来帮助学生观察计算机硬件。媒体验证值为79.49%,被纳入有效标准,可用于学习。内容验证属于有效类别,其值为80.2%。为了提高媒体的可用性和吸引力,我们做了一些改进,以提高学生使用媒体的兴趣。将来,这种媒体可以应用于学习,这样就可以看到它对学习成果、学生兴趣和计算机故障诊断的批判性思维的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIRKOM as Augmented Reality Application for Visualization of Computer Maintenance Learning Material
Practical learning on computer maintenance for vocational students during the COVID-19 pandemic cannot be implemented optimally. Hardware access problems that are difficult to reach by students cause the learning barriers in this subject to be even greater. Therefore, through this research, a mobile-based learning media was developed to visualize computer component devices with AR technology and 3D animation. The research method used is the ADDIE model. The research begins by diagnosing the problem, describing needs, and finding appropriate solutions for computer maintenance learning. Next, the product design process and user journey are carried out and then develop applications with 3D animation assets and learning materials. Implementation activities go through an evaluation process to media and content experts to determine the validity of the application. The media and content validation instrument consists of 4 aspects with 46 items. This media is equipped with 3D objects that can be used to help students observe computer hardware. Media validation got a value of 79.49% and was included in the valid criteria so that it could be used in learning. Content validation is in the valid category with a value of 80.2%. Several improvements were made to increase the usability and attractiveness of the media so that students' interest in using the media increased. In the future this media can be applied in learning so that it can be seen the impact, both on learning outcomes, student interest and critical thinking on computer troubleshooting.
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