Approval Test of Augmented Reality-Based Learning Media on Computer Network Installation Materials

  • Hendra Sahputra Batubara SMKS IMELDA MEDAN
  • Nizwardi Jalinus Faculty of Engineering, Universitas Negeri Padang
  • Sukardi Sukardi Faculty of Engineering, Universitas Negeri Padang
  • Waskito Waskito Faculty of Engineering, Universitas Negeri Padang
  • Agariadne Dwinggo Samala Faculty of Engineering, Universitas Negeri Padang
  • Fadhli Ranuharja Faculty of Engineering, Universitas Negeri Padang
  • Army Trilidia Devega Faculty of Engineering, Universitas Ibnu Sina Batam
  • Ika Parma Dewi Faculty of Engineering, Universitas Negeri Padang
Keywords: Learning Media, Augmented Reality, computer network installation

Abstract

Abstract: This article aims to describe the validity of Augmented Reality learning media on computer network installation materials. This type of research is an R&D (research and development) research, with the ADDIE model approach: Analysis, Design, Develop, Implement and Evaluate. The results of the validity test of the media aspect that were tested on two experts showed that the Augmented Reality-based learning media was declared very valid with the Aiken's V value of 0.827 and the validity test on the material aspects tested on the two experts showed that the Augmented Reality media was claimed to be very valid with the Aiken's V value. is 0.958. Based on the results obtained, the Augmented Reality learning media on the computer network installation material is suitable for use by class X Computer and Network Engineering students at Imelda Private Vocational School Medan. However, it is important to follow up, especially trials of using media in the classroom to determine the effectiveness of Augmented Reality learning media on computer network installation materials.

Keywords: Learning Media, Augmented Reality, computer network installation

References

Adzan, N. K., Pd, M., Pamungkas, B., Sn, M., Juwita, D., Pd, M., & Rahman, A. (2021). Pengembangan Media Pembelajaran Tari Bedana Berbasis Android. IKRA-ITH HUMANIORA: Jurnal Sosial Dan Humaniora, 5(1), 93–102.

Bal-Gezegin, B. (2014). An Investigation of Using Video vs. Audio for Teaching Vocabulary. Procedia - Social and Behavioral Sciences, 143, 450–457. https://doi.org/10.1016/j.sbspro.2014.07.516

Dewi, I. P., Sofya, R., & Sriwahyuni, T. (2018). Pengembangan Media Pembelajaran Multimedia Interaktif Menggunakan Adobe Flash CS3 pada Matakuliah Media Pembelajaran Ekonomi yang Menerapkan Metode Project Based Learning. Jurnal Teknologi Informasi dan Pendidikan, 11(2), 72-79.

Joni, Purwono. (2014). Penggunaan Media Audio Visual pada Mata Pelajaran Ilmu Pengetahuan Alam Di Sekolah Menengah Pertama Negeri 1 Pacitan. Jurnal Teknologi Pendidikan Dan Pembelajaran, 127–144.

Mantasia, M., & Jaya, H. (2016). Pengembangan Teknologi Augmented Reality Sebagai Penguatan Dan Penunjang Metode Pembelajaran Di Smk Untuk Implementasi Kurikulum 2013. Jurnal Pendidikan Vokasi, 6(3), 281. https://doi.org/10.21831/jpv.v5i3.10522

Murfi, M. S., & Rukun, K. (2020). Pengembangan Rancangan Media Pembelajaran Augmented Reality Perangkat Jaringan Komputer. INVOTEK: Jurnal Inovasi Vokasional Dan Teknologi, 20(1), 69–76. https://doi.org/10.24036/invotek.v20i1.702

Mustaqim, I. (2018). Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 59–72. https://doi.org/10.24252/lp.2018v21n1i6

Nurhalimah, S. R., Suhartono, S., & Cahyana, U. (2017). Pengembangan Media Pembelajaran Mobile Learning Berbasis Android pada Materi Sifat Koligatif Larutan. JRPK: Jurnal Riset Pendidikan Kimia, 7(2), 160–167. https://doi.org/10.21009/jrpk.072.10

Nyeneng, I. D. P., & Afif Rahman Riyanda, A. R. R. (2020). Feasibility Test for Android-Based Mobile Learning on High School Content. Jurnal Pembelajaran Fisika.

Rahmat & Irfan Dedi. (2019). Rancang bangun media pembelajaran interaktif komputer dan jaringan dasar di smk. Jurnal Vokasional Teknik Elektronika Dan Informatika, 7(1).

Riyanda, A. R., & Suana, W. (2019). Pengembangan Modul Pembelajaran Pemrograman Dasar Berbasis Adobe Flash CS6 Bagi Siswa Kelas XI RPL. Jurnal Pendidikan Teknologi Informasi dan Vokasional, 1(2).

Riyanda, A. R., Herlina, K., & Wicaksono, B. A. (2020). Evaluasi Implementasi Sistem Pembelajaran Daring Fakultas Keguruan dan Ilmu Pendidikan Universitas Lampung. IKRA-ITH HUMANIORA: Jurnal Sosial Dan Humaniora, 4(1), 66-71.

Setiawardhana, S., Wasista, S., & Ardiansyah, A. Y. (2018). Aplikasi Augmented Reality Untuk Pengenalan Perangkat Jaringan Komputer Berbasis Android Sebagai Media Pembelajaran Interaktif. Link, 24(1), 28–35. https://doi.org/10.31090/link.v24i1.10

Sukoco, dkk. (2014). Pengembangan Media Pembelajaran Interaktif Berbasis Komputer untuk Peserta Didik Mata Pelajaran Teknik Kendaraan Ringan. Jurnal Pendidikan Teknologi Dan Kejuruan, 22(2), 215–226. https://doi.org/10.21831/jptk.v22i2.8937

Wiharto, A., & Budihartanti, C. (2017). Aplikasi Mobile Augmented Reality Sebagai Media Pembelajaran Pengenalan Hardware Komputer Berbasis Android. Jurnal PROSISKO, 4(2), 17–24.

A. R. P. andre, F. Ranuharja, I. P. Dewi, and Syukhri, “Perancangan Sistem Informasi Pelayanan Penduduk Berbasis Website Pada Lingkungan Kelurahan Tanjung Ayun Sakti,” Res. Tech. Vocat. Educ. Train., vol. 1, no. 1, pp. 41–49, 2022.

I. D. Putu Nyeneng, A. Rahman Riyanda, and K. Herlina, “Feasibility Test for Android-Based Mobile Learning on High School Content,” J. Pembelajaran Fis., 2019.

Published
2022-03-23
How to Cite
[1]
H. Batubara, “Approval Test of Augmented Reality-Based Learning Media on Computer Network Installation Materials”, JTIP, vol. 14, no. 3, pp. 223-229, Mar. 2022.
Abstract viewed = 158 times
PDF downloaded = 111 times

Most read articles by the same author(s)