{"title":"增强现实的使用与工作对学习的影响之间的困境","authors":"A. Syamsudin, Charirotul Chusna","doi":"10.22373/cj.v6i1.11850","DOIUrl":null,"url":null,"abstract":"This article aims to analyze the problems that often arise in society regarding the use of Augmented Reality technology and gadgets. The problem is the feeling of dilemma when using gadgets as learning media to activate the Augmented Reality feature as a new innovation in learning. The method used is descriptive qualitative. The data is taken from the relevant literacy and then described and analyzed related to the contents of the use of Augmented Reality technology and the use of gadgets in learning. The results obtained are positive and negative impacts caused by the use of gadgets and the application of Augmented Reality in learning. Therefore, if humans can think broadly and futuristic and are aware of the changing times, it is hoped that humans can blend in and interact with technology. So that it can eliminate or minimize negative impacts and can benefit from positive impacts. For this reason, it is necessary to have an awareness, commitment, and certain regulations in the use of gadgets and Augmented Reality.","PeriodicalId":283432,"journal":{"name":"Cyberspace: Jurnal Pendidikan Teknologi Informasi","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"DILEMMA BETWEEN THE USE OF AUGMENTED REALITY AND THE INFLUENCE OF WORK IN LEARNING\",\"authors\":\"A. Syamsudin, Charirotul Chusna\",\"doi\":\"10.22373/cj.v6i1.11850\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article aims to analyze the problems that often arise in society regarding the use of Augmented Reality technology and gadgets. The problem is the feeling of dilemma when using gadgets as learning media to activate the Augmented Reality feature as a new innovation in learning. The method used is descriptive qualitative. The data is taken from the relevant literacy and then described and analyzed related to the contents of the use of Augmented Reality technology and the use of gadgets in learning. The results obtained are positive and negative impacts caused by the use of gadgets and the application of Augmented Reality in learning. Therefore, if humans can think broadly and futuristic and are aware of the changing times, it is hoped that humans can blend in and interact with technology. So that it can eliminate or minimize negative impacts and can benefit from positive impacts. For this reason, it is necessary to have an awareness, commitment, and certain regulations in the use of gadgets and Augmented Reality.\",\"PeriodicalId\":283432,\"journal\":{\"name\":\"Cyberspace: Jurnal Pendidikan Teknologi Informasi\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-03-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Cyberspace: Jurnal Pendidikan Teknologi Informasi\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.22373/cj.v6i1.11850\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberspace: Jurnal Pendidikan Teknologi Informasi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22373/cj.v6i1.11850","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
DILEMMA BETWEEN THE USE OF AUGMENTED REALITY AND THE INFLUENCE OF WORK IN LEARNING
This article aims to analyze the problems that often arise in society regarding the use of Augmented Reality technology and gadgets. The problem is the feeling of dilemma when using gadgets as learning media to activate the Augmented Reality feature as a new innovation in learning. The method used is descriptive qualitative. The data is taken from the relevant literacy and then described and analyzed related to the contents of the use of Augmented Reality technology and the use of gadgets in learning. The results obtained are positive and negative impacts caused by the use of gadgets and the application of Augmented Reality in learning. Therefore, if humans can think broadly and futuristic and are aware of the changing times, it is hoped that humans can blend in and interact with technology. So that it can eliminate or minimize negative impacts and can benefit from positive impacts. For this reason, it is necessary to have an awareness, commitment, and certain regulations in the use of gadgets and Augmented Reality.