根据为 SDN Curahgrinting 3 Probolinggo 的五年级学生编写的有关人体器官的汇编教材,开发增强现实图书学习媒体

Anifatur Rizqiyah, Ribut Prastiwi Sriwijayanti, Faridahtul Jannah, Abd Razak Zakaria
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The instruments used in the research were validation questionnaires from material science experts and media experts as well as pretest and posttest. Results: The results of the research and development that have been carried out obtained (1) the percentage of validation scores for science material experts of 89% with revisions according to suggestions and (2) the percentage of validation scores for media experts of 93% with revisions according to suggestions. These results show that the level of validity of the book developed is declared very valid. The teacher response score percentage results were 94% and the student response test results were: (1) Small scale tests were 89% with very good criteria, and (2) Large scale tests were 93% with very good criteria. criteria, thus the Augmented Reality Book is very good. good for use in learning. 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引用次数: 0

摘要

目的:本研究旨在开发基于 Assemblr Edu 的增强现实图书,作为辅助五年级学生科学学习的教材,即《身体器官》教材,因为该教材包含抽象概念,使学生难以理解科学学习。方法:使用的研究类型是研究与开发(R&D),采用 ADDIE(分析、设计、开发、实施、评估)开发模式。这项研究在 SDN Curahgrinting 3 Probolinggo 五班进行。4 名五班学生接受了小规模测试,14 名 SDN Curahgrinting 3 Probolinggo 五班学生接受了大规模测试。研究中使用的工具是来自材料科学专家和媒体专家的验证问卷以及前测和后测。结果:已进行的研究和开发结果表明:(1) 材料科学专家的验证得分率为 89%,并根据建议进行了修订;(2) 媒体专家的验证得分率为 93%,并根据建议进行了修订。这些结果表明,所开发图书的有效性水平被宣布为非常有效。教师回答得分率结果为 94%,学生回答测试结果为(1) 小规模测试结果为 89%,标准非常好;(2) 大规模测试结果为 93%,标准非常好。前测和后测结果表明,基于 Assemblr Edu 的增强现实图书学习媒体是有效的,这一点可以从所有五班学生在使用增强现实图书媒体学习并获得最低完成标准(KKM)分数后,完成率达到 100%这一事实中得到证明。结论基于 Assemblr Edu Body Organs 的增强现实图书学习媒体非常适合在课堂学习过程中使用,可以提高学习积极性,激发学生的学习活动。这意味着,使用这种学习媒体可以提高学生的学习积极性,加深对概念的理解,促进技术和协作能力的发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Augmented Reality Book Learning Media Based on Assemblr Edu Material on Body Organs for Class V Students at SDN Curahgrinting 3 Probolinggo
Purpose: This research aims to develop an Augmented Reality Book based on Assemblr Edu as teaching material to support science learning, Body Organs material for class V students, which is still not available because the material contains abstract concepts and makes it difficult for students to understand science learning. Methods: The type of research used is Research and Development (R&D) with the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model. This research was carried out in class V of SDN Curahgrinting 3 Probolinggo. 4 class V students were tested on a small scale and 14 class V students of SDN Curahgrinting 3 Probolinggo were tested on a large scale. The instruments used in the research were validation questionnaires from material science experts and media experts as well as pretest and posttest. Results: The results of the research and development that have been carried out obtained (1) the percentage of validation scores for science material experts of 89% with revisions according to suggestions and (2) the percentage of validation scores for media experts of 93% with revisions according to suggestions. These results show that the level of validity of the book developed is declared very valid. The teacher response score percentage results were 94% and the student response test results were: (1) Small scale tests were 89% with very good criteria, and (2) Large scale tests were 93% with very good criteria. criteria, thus the Augmented Reality Book is very good. good for use in learning. The pretest and posttest results show that the Augmented Reality Book learning media based on Assemblr Edu is effective, this is proven by the fact that all class V students can be said to have completed with a percentage of 100% after studying with the Augmented Reality Book media and obtaining the Minimum Completeness Criteria (KKM) score. Conclusion: Augmented Reality Book learning media based on Assemblr Edu Body Organs is stated to be very suitable for use in the classroom learning process and can increase motivation and stimulate student learning activities. The implication is that the use of this learning media can increase student motivation, deepen understanding of concepts, and facilitate the development of technological and collaborative skills.
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