Syntax Literate: Jurnal
Ilmiah Indonesia p�ISSN: 2541-0849 e-ISSN: 2548-1398
Vol. 7, No. 9, September 2022
DESIGN OF AUGMENTED REALITY AS A LEARNING MEDIA
APPLICATION ON NETWORK TOPOLOGY AND NETWORK TOPOLOGY LESSONS IN VOCATIONAL
MIDDLE SCHOOL
Andhika Herayono, Dedy Irfan, Asrul
Huda
Postgraduate Program, Faculty of
Engineering, Universitas Negeri Padang, Indonesia
Email: [email protected], [email protected],
[email protected]
Abstract
This
research is the initial stage of a research on learning media, namely the
design of the learning media itself. in this study, it will be explained and
attached what underlies the author to design a learning media, especially
3D-based media combined into an android application, with the ADDIE method
which will be the basic method of design to field research, namely in
vocational high schools in topology subjects. network. but in this study it is limited to the design of the application itself
first as the first step in seriousness in carrying out this ADDIE research and
design method. which is later expected that if the initial design of an
application concept as a learning media can be well received, a study will be
made and developed which specifically examines the feasibility, effectiveness
and validation survey of this application itself so that later this study is
expected to be further developed and developed. more in the future
Keywords:
Application, ADDIE ,Augmented Reality, �Learning
Media
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Introduction
Based on the
curriculum at SMK, computer basic network is a basic subject for Computer and
Network Engineering vocational competence. This subject contains material
ranging from introducing the types of networks to layer structures and network
topologies. At the time of observation, it was seen that the delivery of basic
computer basic network material in Vocational High Schools is currently still
using a system like schools in general, namely the teacher conveys material in
front of the class by means of a blackboard with markers to provide examples or
illustrations to their students. With the delivery of learning materials as
above, the quality of knowledge imparted to students tends to be monotonous and
less than optimal. Students will find it difficult to understand or accept the
lesson. During the current pandemic, teaching and learning activities are less
effective.
Therefore, it
is necessary to support other activities that can make teaching and learning
activities good even though they are not face to face. By using augmented
reality students can interact with digital content that can increase
imagination, creativity and learning (Persefoni &
Tsinakos, 2015: 52). Students are expected to
understand learning well using applications that can be used during distance
learning using smartphones or PCs owned by students. With this application, it
is hoped that teachers can be helped in achieving the expected learning
objectives. So that later the object model from learning related courses will
be designed and an interface design will be made which will be used as a
reference for developing this application.
Research Method
The method used in this research is
the ADDIE method which is limited to the Design stage. According to Czaja &
Sharit (2013:178) that ADDIE (Analysis, design, development, implementation,
and evaluation) represents a large scale systematic framework for providing
instruction, which means ADDIE is a systematic framework on a large scale to
provide instructions. "In practice, there are several adaptations of the
ADDIE model, but in general it consists of 5 phases that make up a cycle,
namely Analysis, Design, Development, Implementation, and Evaluation"
(Sukenda, et al. 2013:186). The description of the stages of the ADDIE
development model is as follows:
A. Analysis Phase (Analyze)
The
analysis phase includes the following activities: (1) conducting an analysis of
the competencies required of students; (2) analyzing the characteristics of
students regarding their learning capacity, knowledge, skills, attitudes that
have been possessed by students and other related aspects; (c) conduct material
analysis in accordance with the demands of competence. The analysis phase
involves three questions that must be answered completely.
B. Design Phase (Design)
The
design phase is carried out with the following terms of reference: (1) for whom
the learning is designed (students); (3) what skills do you want to learn
(competencies); (2) how the subject matter or skills can be learned well; (4)
how do you determine the level of mastery of the lesson that has been achieved
(assessment and evaluation).
C. Development Stage (Development)
The
third stage is the development activity which in essence is the activity of
translating the design specifications into physical form, so that this activity
produces a prototype of the development product. Everything that has been done
at the design stage, namely the selection of materials according to the
characteristics of students and the demands of competence, the learning
strategies applied, and the forms and methods of assessment and evaluation used
are realized in the form of prototypes.
D. Implementation Phase
(Implementation)
The
fourth stage of activity is implementation. The results of the development are
applied in learning to determine the effect on the quality of learning which
includes the effectiveness, attractiveness and efficiency of learning. Product
development prototypes need to be tested in real terms in the field to get an
idea of the effectiveness, attractiveness, and efficiency of
learning.
E. Evaluation Stage (Evaluation)
The
last stage is to conduct an evaluation which includes formative evaluation and
summative evaluation. Formative evaluation is carried out to collect data at
each stage used for refinement and summative evaluation is carried out at the
end of the program to determine its effect on student learning outcomes and the
quality of learning in general.
Result and
Discussion
1) Interface
Design of page loading
The loading page is the start page when the
application is run for the first time.
Figure
2.
�loading page
2) Interface
Design of menu page
On this application page will display several
menus that can be used by the user in understanding the material being studied.
Like the start menu, about, help, and quizzes.
Figure
3. Home Page
3) Interface
Design of About Menu
Halaman tentang aplikasi ini berisi informasi
dari aplikasi yang dijalankan. Halaman tentang atau about ini akan berjalan jika user menekan tombol about pada menu awal.
Figure 4.
About Page
Conclusion
Augmented Reality-based
media is a media that focuses on the appearance of objects that look almost
real with 3-dimensional modeling based on actual objects, where this good media
has been developed previously to help humans understand an object without the
need to try to find the object to be understood first. formerly. So that during
this pandemic, Augmented Reality-based learning began to be developed for
practical lessons where students will be able to recognize and understand the
modeling of objects from the practicum without having to go to schools that
cannot be carried out offline. Therefore, an Augmented Reality android
application was designed as an early stage of development and manufacture of
intermediate stage applications later.
Recommendation describe things that
will be done related to the next idea of the research. Barriers or problems
that can influence the results of the research are also presented in this
section.
This section can be written in case
there are certain parties need to be acknowledged, such as research sponsors.
The acknowledgment must be written in brief and clear. In addition, avoid
hyperbole acknowledgment.
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Copyright holder: Andhika Herayono, Dedy
Irfan, Asrul Huda (2022) |
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