基于增强现实的原子结构材料卡片学习媒介的开发

S. Wulandari, J. Jusniar, Ahmad Fudhail Majid
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The results showed: (1) The validity of the instrument includes the validation sheet of the observation sheet of the implementation of the device, the teacher response questionnaire and the response of the students used respectively have an average of 3.8 and 3.65. The validity of learning materials and media has an average of 3.6 and 3.6 and the consistency between validators is in a very high category (100%). (2) the practicality of augmented reality-based learning media based on the learning implementation observation sheet, teacher response questionnaire and student response questionnaire is 97.5%, 92.2% and 88.3% respectively which is included in the very practical category, (3) augmented reality-based learning media meets the effective criteria (≥85%) based on the learning outcomes test with a class completeness percentage of 88.9%. Based on these data, the augmented reality-based card-shaped media on atomic structure material using the 4D development model can be declared valid, practical, and effective. \n \nKeywords: 4D, Augmented Reality, Cards \n \nAbstrak \nPenelitian pengembangan ini bertujuan untuk menghasilkan produk berupa media kartu berbasis augmented reality pada materi struktur atom yang valid, praktis, dan efektif. Pengembangan ini mengadaptasi model pengembangan 4D yang meliputi Define (Tahap Pendefinisian), Design (Tahap Perancangan), Development (Tahap Pengembangan), dan Disseminate (Tahap Penyebarluasan). Subjek pada penelitian ini, ialah 2 orang ahli materi, 2 orang ahli media untuk uji kevalidan, 2 orang guru mata pelajaran kimia dan 36 orang peserta didik kelas X MIPA 2 SMAN 10 Makassar untuk uji kepraktisan dan keefektifan. Instrumen yang digunakan untuk kevalidan yaitu lembar validasi ahli materi, lembar validasi ahli media. 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Berlandaskan data tersebut maka media berbentuk kartu berbasis augmented reality pada materi struktur atom menggunakan model pengembangan 4D dapat dinyatakan valid, praktis, dan efektif. \n \nKata kunci: 4D, Augmented Reality, Kartu","PeriodicalId":31518,"journal":{"name":"Unesa Journal of Chemical Education","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"DEVELOPMENT OF AUGMENTED REALITY-BASED LEARNING MEDIA IN THE FORM OF CARDS ON ATOMIC STRUCTURE MATERIAL\",\"authors\":\"S. Wulandari, J. Jusniar, Ahmad Fudhail Majid\",\"doi\":\"10.26740/ujced.v12n2.p83-91\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract \\nThis development research aims to produce products in the form of augmented reality-based card media on atomic structure material that is valid, practical, and effective. 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引用次数: 0

摘要

本开发研究旨在生产基于增强现实的、有效、实用、有效的基于原子结构材料的卡片介质形式的产品。该开发采用了定义、设计、开发、传播的4D开发模式。本研究的研究对象为2名材料专家、2名媒体专家进行效度测试,2名化学教师和36名xx班的学生进行实用性和有效性测试。效度使用的仪器有材料专家效度表、介质专家效度表。实用性方面,即学习实施观察表、师生反应问卷。而学习效果测试的有效性。结果表明:(1)仪器的效度包括装置实施观察表验证表、教师反应问卷和使用学生的反应,效度均值分别为3.8和3.65。学习材料和媒体的效度平均为3.6和3.6,验证者之间的一致性处于非常高的类别(100%)。(2)基于学习实施观察表、教师回答问卷和学生回答问卷的增强现实学习媒体的实用性分别为97.5%、92.2%和88.3%,属于非常实用的类别;(3)基于学习成果测试的增强现实学习媒体满足有效标准(≥85%),班级完备率为88.9%。基于这些数据,利用四维开发模型在原子结构材料上开发基于增强现实的卡片状介质是有效的、实用的、有效的。关键词:4D,增强现实,卡片abstract Penelitian pengembangan ini bertujuan untuk menghasilkan产品berupa media kartu - based增强现实材料结构原子阳有效,praktis, dan efektif。定义(Tahap Pendefinisian)、设计(Tahap Perancangan)、开发(Tahap Pengembangan)、传播(Tahap Penyebarluasan)。2猩猩媒体untuk uji kevalidan, 2猩猩上师mata pelajaran kimia, 36猩猩peserta didik kelas X MIPA 2 SMAN 10 Makassar untuk uji kepraktisan an keefektifan。仪器:杨迪坤,杨德坤,杨德坤,杨德坤,杨德坤,叶图,叶图,叶图,叶图。Untuk kepaktisan yitu lembar observasi keterlaksanaan pembelajaran, angket响应大师dan peserta didik。Sedangkan untuk keefektifan dengan,这是一个非常好的例子。[1][1][1][1][1][1][1][1][1][1][1][1][1][1][3]。Kevalidan materi dan media pembelajaran memoriliki rata-rata sebesar 3,6 dan 3,6 serta konsistensi antar validator berada ada kategori sangat tinggi(100%)。(2) kepraktisan media pembelajan berbase增强现实berdasarkan lembar observasi keterlaksanaan penbelajan, angket response guru Dan angket response persta didik berturi -turut seakar 97,5%, 92,2% Dan 88,3% Yang termasuk dalam kategori sangat praktis, (3) media pembelajan berbase增强现实memmemuhi标准efektif(≥85%)berdasarkan tehasil belajar dendenan peracase ketuntasan kelas sebesar 88,9%。Berlandaskan数据terterbut maka media berbentuk kartu berterbasis增强现实模型材料结构模型menggunakan模型pengembang and 4D datatakan模型有效,praktis, dan efektif。Kata kunci: 4D,增强现实,Kartu
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-BASED LEARNING MEDIA IN THE FORM OF CARDS ON ATOMIC STRUCTURE MATERIAL
Abstract This development research aims to produce products in the form of augmented reality-based card media on atomic structure material that is valid, practical, and effective. This development adapts the 4D development model which includes Define, Design, Development, and Disseminate. The subjects in this study were 2 material experts, 2 media experts for the validity test, 2 chemistry teachers and 36 students of class X MIPA 2 SMAN 10 Makassar for the practicality and effectiveness test. The instruments used for validity are material expert validation sheets, media expert validation sheets. For practicality, namely the learning implementation observation sheet, teacher and student response questionnaires. While for effectiveness with learning outcomes test. The results showed: (1) The validity of the instrument includes the validation sheet of the observation sheet of the implementation of the device, the teacher response questionnaire and the response of the students used respectively have an average of 3.8 and 3.65. The validity of learning materials and media has an average of 3.6 and 3.6 and the consistency between validators is in a very high category (100%). (2) the practicality of augmented reality-based learning media based on the learning implementation observation sheet, teacher response questionnaire and student response questionnaire is 97.5%, 92.2% and 88.3% respectively which is included in the very practical category, (3) augmented reality-based learning media meets the effective criteria (≥85%) based on the learning outcomes test with a class completeness percentage of 88.9%. Based on these data, the augmented reality-based card-shaped media on atomic structure material using the 4D development model can be declared valid, practical, and effective. Keywords: 4D, Augmented Reality, Cards Abstrak Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa media kartu berbasis augmented reality pada materi struktur atom yang valid, praktis, dan efektif. Pengembangan ini mengadaptasi model pengembangan 4D yang meliputi Define (Tahap Pendefinisian), Design (Tahap Perancangan), Development (Tahap Pengembangan), dan Disseminate (Tahap Penyebarluasan). Subjek pada penelitian ini, ialah 2 orang ahli materi, 2 orang ahli media untuk uji kevalidan, 2 orang guru mata pelajaran kimia dan 36 orang peserta didik kelas X MIPA 2 SMAN 10 Makassar untuk uji kepraktisan dan keefektifan. Instrumen yang digunakan untuk kevalidan yaitu lembar validasi ahli materi, lembar validasi ahli media. Untuk kepraktisan yaitu lembar observasi keterlaksanaan pembelajaran, angket respon guru dan peserta didik. Sedangkan untuk keefektifan dengan tes hasil belajar. Hasil penelitian menunjukkan: (1) Kevalidan instrumen meliputi lembar validasi lembar observasi keterlaksanaan perangkat, angket respon guru dan respon peserta didik yang digunakan berturut-turut memiliki rata-rata sebesar 3,8 dan 3,65. Kevalidan materi dan media pembelajaran memiliki rata-rata sebesar 3,6 dan 3,6 serta konsistensi antar validator berada pada kategori sangat tinggi (100%). (2) kepraktisan media pembelajaran berbasis augmented reality berdasarkan lembar observasi keterlaksanaan pembelajaran, angket respon guru dan angket respon peserta didik berturut-turut sebesar 97,5%, 92,2% dan 88,3% yang termasuk dalam kategori sangat praktis, (3) media pembelajaran berbasis augmented reality memenuhi kriteria efektif (≥85%) berdasarkan tes hasil belajar dengan persentase ketuntasan kelas sebesar 88,9%. Berlandaskan data tersebut maka media berbentuk kartu berbasis augmented reality pada materi struktur atom menggunakan model pengembangan 4D dapat dinyatakan valid, praktis, dan efektif. Kata kunci: 4D, Augmented Reality, Kartu
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