Pengembangan media pembelajaran fisika pada materi optik geometri berbasis augmented reality dengan unity dan vuforia

  • Yessi Affriyenni Program Studi Ilmu Pengetahuan Alam, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Malang, Malang, Indonesia
  • Galandaru Swalaganata Program Studi D3 Sistem Informasi, Fakultas Teknologi Informasi, Universitas Merdeka Malang, Malang, Indonesia
  • Vita Ria Mustikasari Program Studi Ilmu Pengetahuan Alam, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Malang, Malang, Indonesia
  • Isnanik Juni Fitriyah Program Studi Ilmu Pengetahuan Alam, Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Negeri Malang, Malang, Indonesia

Abstract

Salah satu cara dalam meningkatkan dan mendorong kualitas Pendidikan IPA di Indonesia adalah melalui pembelajaran yang kreatif dan inovatif menggunakan perangkat bergerak berupa Augmented Reality. Tujuan dari penelitian ini adalah membuat aplikasi Augmented Reality pada materi optik geometri. Materi tersebut dipilih karena saat observasi awal kepada sejumlah mahasiswa, banyak yang merasa kesulitan dalam memahami materi tanpa bantuan media yang sesuai. Pengembangan dilakukan dengan menggunakan model ADDIE yang meliputi lima tahap yakni Analyze, Design, Develop, Implement, dan Evaluate. Instrumen yang digunakan berupa angket terstruktur berupa angket validasi ahli dan angket uji coba aplikasi yang memberikan data kualitatif dan kuantitatif. Aplikasi yang dihasilkan bekerja optimal pada Android 5.0 karena bersifat open source. Hasil penelitian menunjukkan bahwa aplikasi Android Augmented Reality yang dibuat tergolong valid berdasarkan validasi oleh ahli media dengan persentase 92% dan layak digunakan berdasarkan uji coba terbatas kepada 20 mahasiswa dengan persentase 89,75%. Selain itu, media ini dinilai efektif dan efisien dari sisi pengguna.


Development of Learning Media for Physics in Optical Geometry Material Based on Augmented Reality using Unity and Vuforia.


 


Abstract


One way to improve and encourage the quality of science education in Indonesia is through creative and innovative learning in class. One of the developments in technology and information that can encourage innovation in science learning is by developing learning media on mobile devices. One of the most popular mobile technologies is Augmented Reality. The purpose of this research is to create an Augmented Reality application on geometry optical materials. The material was chosen because, during the initial observation of several students, many admitted that they had difficulty understanding the material without the help of appropriate media. The development was conducted using the ADDIE model including Analyze, Design, Develop, Implement, and Evaluate stages. Structured questionnaires were used to collect data in the form of expert validation and application trial-testing which provides both qualitative and quantitative data. The resulting application works optimally in the Android 5.0 version because of its open-source characteristic. The results showed that the Android Augmented Reality application is categorized valid based on expert validation and feasible based on the limited trial-test on 20 students with a percentage of 89,75%.


 

References

Affriyenni, Y., Hidayat, A., & Swalaganata, G. (2020). Conceptual Understanding and Problem-Solving Skills: The Impact of Hybrid Learning on Mechanics. EDUPROXIMA: Jurnal Ilmiah Pendidikan IPA, 2(2), 67–75. https://doi.org/https://jurnal.stkippgritulungagung.ac.id/index.php/eduproxima/article/view/1626
Akçay?r, M., & Akçay?r, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11.
Akçay?r, M., Akçay?r, G., Pekta?, H. M., & Ocak, M. A. (2016). Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories. Computers in Human Behavior, 57, 334–342. https://doi.org/https://doi.org/10.1016/j.chb.2015.12.054
Arikunto, S. (2010). Prosedur Penelitian Pendekatan Praktik. Rineka Cipta.
Asfani, K., Suswanto, H., & Wibawa, A. P. (2016). Influential factors of students’ competence. World Transactions on Engineering and Technology Education, 14(3), 416–420.
Astriani, D., Susilo, H., Suwono, H., Lukiati, B., & Purnomo, A. (2020). Mind Mapping in Learning Models: A Tool to Improve Student Metacognitive Skills. International Journal of Emerging Technologies in Learning (IJET), 15(6), 4–17.
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Journal of Educational Technology & Society, 17(4), 133–149. http://www.jstor.org/stable/jeductechsoci.17.4.133
Bevan, B. (2017). The promise and the promises of making in science education. Studies in Science Education, 53(1), 75–103.
Boyles, B. (2017). virtual reality and augmented reality in Education. Center For Teaching Excellence, United States Military Academy, West Point, Ny.
Branch, R. M. (2009). Instructional Design: The ADDIE Approach. Springer. https://doi.org/10.1201/b22189-8
Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). A review of using Augmented Reality in Education from 2011 to 2016. In Innovations in smart learning (pp. 13–18). Springer.
Dewi, I. N., Ibrahim, M., Poedjiastoeti, S., Prahani, B. K., Setiawan, D., & Sumarjan, S. (2019). Effectiveness of local wisdom integrated (LWI) learning model to improve scientific communication skills of junior high school students in science learning. Journal of Physics: Conference Series, 1157, 22014. https://doi.org/10.1088/1742-6596/1157/2/022014
Di Serio, A., Ibanez, M. B., & Kloos, C. D. (2013). Impact of an Augmented Reality System on Students’ Motivation for Visual Art Course. Computers and Education, 68, 586–596.
Firmansyah, J., Suhandi, A., Setiawan, A., & Permanasari, A. (2020). Development of augmented reality in the basic physics practicum module. Journal of Physics: Conference Series, 1521, 22003.
Fives, H., Huebner, W., Birnbaun, A. S., & Nicolich, M. (2014). Developing a Measure of Scientific Literacy for Middle School Students. Science Education, 98(4), 549–580. https://doi.org/10.1002/sce.21115
Herfana, P., Nasir, M., Azhar, & Prastowo, R. (2019). Augmented Reality Applied in Astronomy Subject. Journal of Physics: Conference Series, 1351, 12058. https://doi.org/10.1088/1742-6596/1351/1/012058
Hetherington, L., Chappell, K., Ruck Keene, H., Wren, H., Cukurova, M., Hathaway, C., Sotiriou, S., & Bogner, F. (2020). International educators’ perspectives on the purpose of science education and the relationship between school science and creativity. Research in Science & Technological Education, 38(1), 19–41.
Hikmawan, T., Sutarni, N., & Hufad, A. (2019). The role of electronic learning media in creativity learning. Journal of Physics: Conference Series, 1375(1), 12030.
Ismail, A., Festiana, I., Hartini, T. I., Yusal, Y., & Malik, A. (2019). Enhancing students’ conceptual understanding of electricity using learning media-based augmented reality. Journal of Physics: Conference Series, 1157, 32049. https://doi.org/10.1088/1742-6596/1157/3/032049
Kurniawan, B. R., Shodiqin, M. I., Saputri, D. E., Kholifah, M. N., & Affriyenni, Y. (2020). Development of android-based assessment to improve student’s concept acquisition on vector topics. AIP Conference Proceedings, 2215(April). https://doi.org/10.1063/5.0000572
NAFA HAFI, N. (2018). Pengembangan buku saku fisika dengan teknologi Augmented Reality berbasis android pada materi pemanasan global. Inovasi Pendidikan Fisika, 7(2).
Page, T., & Thorsteinsson, G. (2017). The impact of conventional school education on students creativity. I-Manager’s Journal on School Educational Technology, 13(1), 12.
Plunkett, K. N. (2019). A Simple and Practical Method for Incorporating Augmented Reality into the Classroom and Laboratory. ACS Publications.
Squire, K., & Jan, M. (2007). Mad city mistery: Developing scientific argumentation skills with a place-based augmented reality game on handheld computers. Journal of Science Education and Technology, 16, 5–29.
Squire, K., & Klopfer, E. (2007). Augmented reality simulation on handheld computers. Journal of the Learning Sciences, 16, 371–413.
Sugiyono. (2017). Metode Penelitian Pendidikan: Pendekatan Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are augmented reality picture books magic or real for preschool children aged five to six? British Journal of Educational Technology, 48(3), 824–841.
Published
2020-12-10
How to Cite
AFFRIYENNI, Yessi et al. Pengembangan media pembelajaran fisika pada materi optik geometri berbasis augmented reality dengan unity dan vuforia. JIPVA (Jurnal Pendidikan IPA Veteran), [S.l.], v. 4, n. 2, p. 160-174, dec. 2020. ISSN 2598-0904. Available at: <http://e-journal.ivet.ac.id/index.php/jipva/article/view/1301>. Date accessed: 20 apr. 2021. doi: https://doi.org/10.31331/jipva.v4i2.1301.
Section
Article

Most read articles by the same author(s)

Obs.: This plugin requires at least one statistics/report plugin to be enabled. If your statistics plugins provide more than one metric then please also select a main metric on the admin's site settings page and/or on the journal manager's settings pages.