基于小学学生饮食类型的动物识别现实

IF 0.6 Q3 ENGINEERING, MULTIDISCIPLINARY
Riski Sokani, Dian Aminudin, Dwi Ratnawati
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引用次数: 0

摘要

不太有趣的学习过程导致学生对所提供的材料感到厌倦。因此,本研究旨在创造有趣的学习媒体,让学生有兴趣以最佳方式学习材料。作者采用的研究方法采用了Luther开发的多媒体开发生命周期(MDLC)系统开发方法。多媒体开发生命周期(MDLC)分为六个阶段,即概念、设计、材料收集、组装、测试和分发。这项研究以增强现实应用程序的形式为小学生生产了一种基于食物类型对动物进行分类的产品。黑盒测试的结果可以得出结论,应用程序可以很好地运行。可行性测试计算的结果获得了81.31%的分数,包括在非常可行的类别中。本研究中使用的产品被宣布非常适合小学生使用,并被用作学习媒体,以帮助学生理解过程,培养学生的学习兴趣和热情。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Augmented Reality Pengenalan Hewan Berdasarkan Jenis Makanannya untuk Siswa Sekolah Dasar
A less interesting learning process resulted in students feeling bored with the material presented. Therefore this study aims to create interesting learning media so that students are interested in learning the material optimally. The research method used by the author uses the Multimedia Development Live Cycle (MDLC) system development method developed by Luther. The Multimedia Development Live Cycle (MDLC) is carried out based on six stages, namely concept, design, material collection, assembly, testing, and distribution. This research produces a product in the form of an Augmented Reality application to classify animals based on the type of food for elementary school children. The results of the Black Box test can be concluded that the application can run well. The results of the feasibility test calculation obtained a score of 81.31% included in the very feasible category. The products used in this study were declared very suitable for use by elementary school children and used as learning media so that they could help students' understanding processes and foster students' interest and enthusiasm for learning.
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来源期刊
Jurnal Teknologi-Sciences & Engineering
Jurnal Teknologi-Sciences & Engineering ENGINEERING, MULTIDISCIPLINARY-
CiteScore
1.30
自引率
0.00%
发文量
96
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