Improving students understanding with teaching materials based on augmented reality video animation

Authors

  • Wiku Aji Sugiri Universitas Islam Negeri Maulana Malik Ibrahim Malang
  • Agus Mukti Wibowo Universitas Islam Negeri Maulana Malik Ibrahim Malang
  • Sigit Priatmoko Universitas Islam Negeri Maulana Malik Ibrahim Malang
  • Adi Wijayanto Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

DOI:

https://doi.org/10.12928/fundadikdas.v6i3.9343

Keywords:

Augmented Reality Video Animation, Digital Teaching Materials, Educational Technology, Learning Outcomes, Materials Science Concepts

Abstract

In the contemporary era marked by profound societal shifts influenced by technology, the increasing integration of digital devices into educational settings necessitates a closer examination of educators' proficiency in leveraging these resources. Despite the availability of state-of-the-art learning facilities at SDN Bunulrejo 1 Malang, the limited optimization of digital tools by teachers presents a critical gap. In contrast, students exhibit a proclivity towards enhanced learning experiences facilitated by digital devices. This study endeavors to elucidate the outcomes of research and development pertaining to augmented reality video animation (ARVA) instructional materials, a mobile-based digital teaching resource. Adhering to the Lee and Owen model encompassing assessment/analysis, design, development, implementation, and evaluation phases, this research engages 18 fourth-grade students and two expert validators (design and material experts). The design expert validation yielded a commendable score of 109 (72.6%), indicative of adequacy, while material expert validation attained a score of 103 (68.6%), similarly meeting adequacy standards. Subsequently, post-implementation, students' average learning outcomes, with a mean score of 75.27, demonstrated a commendable understanding of materials science concepts, qualifying as "good" and meeting the minimum criteria for completeness. In conclusion, the integration of ARVA into pedagogical practices emerges as a promising avenue, bridging the gap between technological resources and effective learning outcomes, as evidenced by the positive impact on students' comprehension of materials science concepts. This research contributes valuable insights into optimizing digital tools for educational purposes, offering a blueprint for future enhancements in instructional materials.

References

Aka, K. A. (2019). Integration Borg & Gall (1983) and Lee & Owen (2004) models as an alternative model of design-based research of interactive multimedia in elementary school. Journal of Physics: Conference Series, 1318(1), 012022. doi: 10.1088/1742-6596/1318/1/012022

Arianti, A. (2019). Peranan Guru dalam Meningkatkan Motivasi Belajar Siswa. Didaktika : Jurnal Kependidikan, 12(2), 117–134. doi: 10.30863/didaktika.v12i2.181

Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47. doi: 10.1109/38.963459

Demitriadou, E., Stavroulia, K.-E., & Lanitis, A. (2020). Comparative evaluation of virtual and augmented reality for teaching mathematics in primary education. Education and Information Technologies, 25(1), 381–401. doi: 10.1007/s10639-019-09973-5

Dzulqornain, K., Narimo, S., Wafroturrohmah, W., Haryanto, S., & Muhibbin, A. (2023). Implementation of iPad-based digital classroom services at al Azhar Islamic school 21 Solo Baru, Central Java, Indonesia. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(1), 76–91. doi: 10.12928/fundadikdas.v6i1.8062

Fatimah, S., & Kartika, I. (2013). Pembelajaran ipa sekolah dasar berbasis pendidikan karakter. Al-Bidayah: Jurnal Pendidikan Dasar Islam, 5(2), 281–297. https://doi.org/https://doi.org/10.14421/al-bidayah.v5i2.125

Gonzalez-Acevedo, N. (2016). Technology-enhanced-gadgets in the Teaching of English as a Foreign Language to Very Young Learners. Ideas on Implementation. Procedia - Social and Behavioral Sciences, 232, 507–513. doi: 10.1016/j.sbspro.2016.10.070

Handayani, F., Yulianti, N., & Erita, Y. (2022). Desain Pembelajaran IPS dan PKn Berbasis Teknologi Informasi di Tingkat Sekolah Dasar serta Penggunaan Media Teknologi Informasi dalam Proses Pembelajaran. Jurnal Basicedu, 6(1), 767–781. doi: 10.31004/basicedu.v6i1.2034

Handoko, M. D., Sulthoni, S., & Ulfa, S. (2021). Pengembangan Multimedia Tutorial Berfitur Peta Konsep Untuk Belajar Lapisan Bumi Siswa MTs. JKTP: Jurnal Kajian Teknologi Pendidikan, 4(2), 148–157. doi: 10.17977/um038v4i22021p148

Hanid, M. F. A., Said, M. N. H. M., & Yahaya, N. (2020). Learning Strategies Using Augmented Reality Technology in Education: Meta-Analysis. Universal Journal of Educational Research, 8(5A), 51–56. doi: 10.13189/ujer.2020.081908

Hidayatuladkia, S. T., Kanzunnudin, M., & Ardianti, S. D. (2021). Peran Orang Tua dalam Mengontrol Penggunaan Gadget pada Anak Usia 11 Tahun. Jurnal Penelitian Dan Pengembangan Pendidikan, 5(3), 363–372. doi: 10.23887/jppp.v5i3.38996

Imamah, N. (2012). Peningkatan hasil belajar IPA melalui pembelajaran kooperatif berbasis konstruktivisme dipadukan dengan video animasi materi sistem kehidupan tumbuhan. Jurnal Pendidikan IPA Indonesia, 1(1), 32–36. https://doi.org/https://doi.org/10.15294/JPII.V1I1.2010

Irsan, I. (2021). Implemensi Literasi Sains dalam Pembelajaran IPA di Sekolah Dasar. Jurnal Basicedu, 5(6), 5631–5639. doi: 10.31004/basicedu.v5i6.1682

Kim, S. L., Suk, H. J., Kang, J. H., Jung, J. M., Laine, T. H., & Westlin, J. (2014). Using Unity 3D to facilitate mobile augmented reality game development. 2014 IEEE World Forum on Internet of Things (WF-IoT), 21–26. doi: 10.1109/WF-IoT.2014.6803110

Marín, V. I., & Castañeda, L. (2023). Developing Digital Literacy for Teaching and Learning. In Handbook of Open, Distance and Digital Education (pp. 1089–1108). Springer Nature Singapore. doi: 10.1007/978-981-19-2080-6_64

Nafaida, R., , N., & , N. (2020). Dampak Penggunaan Gadget Terhadap Perkembangan Anak. BEST Journal (Biology Education, Sains and Technology), 3(2), 57–61. doi: 10.30743/best.v3i2.2807

Ozcakir, B., & Cakiroglu, E. (2021). An Augmented Reality Learning Toolkit for Fostering Spatial Ability in Mathematics Lesson: Design and Development. European Journal of Science and Mathematics Education, 9(4), 145–167. doi: 10.30935/scimath/11204

Putra, L. D., & Afrina, N. (2023). The development of genially-based interactive learning multimedia for elementary school students. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(2), 138–151. doi: 10.12928/fundadikdas.v6i2.8413

Raja, R., & Nagasubramani, P. C. (2018). Impact of modern technology in education. In Journal of Applied and Advanced Research (pp. S33–S35). doi: 10.21839/jaar.2018.v3iS1.165

Safitri, M. L. O., Fathurohman, A., Hermawan, R., & Suganda M, V. A. (2023). Knowledge sharing between elementary teacher education students in online discussion. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(2), 111–120. doi: 10.12928/fundadikdas.v6i2.7480

Sajidan, Saputro, S., Perdana, R., Atmojo, I. R. W., & Nugraha, D. A. (2020). Development of Science Learning Model towards Society 5.0: A Conceptual Model. Journal of Physics: Conference Series, 1511(1), 012124. doi: 10.1088/1742-6596/1511/1/012124

Sarosa, M., Chalim, A., Suhari, S., Sari, Z., & Hakim, H. B. (2019). Developing augmented reality based application for character education using unity with Vuforia SDK. Journal of Physics: Conference Series, 1375(1), 012035. doi: 10.1088/1742-6596/1375/1/012035

Setyawan, B., Rufii, Nf., & Fatirul, A. N. (2019). Augmented Reality Dalam Pembelajaran IPA Bagi Siswa SD. Kwangsan: Jurnal Teknologi Pendidikan, 7(1), 78–90. doi: 10.31800/jtp.kw.v7n1.p78--90

Sudibjo, N., Idawati, L., & Harsanti, H. R. (2019). Characteristics of Learning in the Era of Industry 4.0 and Society 5.0. International Conference on Education Technology (ICoET 2019), 276–278.

Sukarini, K., & Manuaba, I. B. S. (2021). Pengembangan Video Animasi Pembelajaran Daring Pada Mata Pelajaran IPA Kelas VI Sekolah Dasar. Jurnal Edutech Undiksha, 9(1). doi: 10.23887/jeu.v9i1.32347

Szymkowiak, A., Melovic, B., Dabic, M., Jeganathan, K., & Kundi, G. S. (2021). Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people. Technology in Society, 65, 101565. doi: 10.1016/j.techsoc.2021.101565

Taskiran, A. (2019). The effect of augmented reality games on English as foreign language motivation. E-Learning and Digital Media, 16(2), 122–135. doi: 10.1177/2042753018817541

Wall, N., Walter, J. A., & Stephens, L. E. (2023). Shared Perspective: Considerations for Designing a Quality Online Learning Experience. In SCHOLE: A Journal of Leisure Studies and Recreation Education (pp. 1–10). doi: 10.1080/1937156X.2023.2175742

Widiasanti, I., Astriani, D., Rahayanti, A. E., Septianto, B., & Widianingsih, L. (2023). Analysis of E-Learning Activities as School Learning Media in the Era of Society 5.0 Using Big Data. Edunesia: Jurnal Ilmiah Pendidikan, 4(3), 1082–1096. doi: 10.51276/edu.v4i3.438

Witarsa, R., Hadi, R. S. M., Nurhananik, N., & Haerani, N. R. (2018). Pengaruh penggunaan gadget terhadap kemampuan interaksi sosial siswa sekolah dasar. Pedagogik: Jurnal Pendidikan Guru Sekolah Dasar, 6(1), 9–20.

Downloads

Published

2023-11-26

How to Cite

Sugiri, W. A., Wibowo, A. M., Priatmoko, S., & Wijayanto, A. (2023). Improving students understanding with teaching materials based on augmented reality video animation. Jurnal Fundadikdas (Fundamental Pendidikan Dasar), 6(3), 222–231. https://doi.org/10.12928/fundadikdas.v6i3.9343

Issue

Section

Articles