The Practicality of STEAM Based Augmented Reality (AR) Learning Media for Vocational High School Students in Robotic System Subject
DOI:
10.29303/jppipa.v10i10.8586Published:
2024-10-31Issue:
Vol. 10 No. 10 (2024): OctoberKeywords:
Augmented Reality (AR), Learning Media, STEAM, Vocational High SchoolsResearch Articles
Downloads
How to Cite
Downloads
Metrics
Abstract
This study aims to create and implement STEAM-based Augmented Reality (AR) learning media for the class XI robotics systems curriculum at SMK N 1 West Sumatra. The research follows a Research and Development (R&D) approach using the ADDIE development model. Participants included class XI students and robotics systems teachers. Data collection methods comprised questionnaires and interviews, with descriptive data analysis employed to assess the validity and practicality of the developed learning media. The findings indicate that the STEAM-based AR learning media is effective. According to media expert validation, the average score was 0.88 (≥ 0.66), categorizing it as valid. Material expert validation yielded an average score of 0.85 (≥ 0.66), also marking it as valid. The practicality assessment showed that teacher responses averaged 90.14%, and student responses averaged 92.03%, both rated as very practical. Consequently, the STEAM-based AR learning media is considered suitable for class XI robotics systems at SMK N 1 West Sumatra, based on the validity and practicality tests
References
Ahmad, F. (2023). pengembangan media pembelajaran augmented reality untuk matapelajaran teknologi informasi kelas X.pdf. Retrieved from https://eprints.uty.ac.id/15374/1/Review_AR%20MK%20PTI.pdf
Alkhabra, Y. A., Ibrahem, U. M., & Alkhabra, S. A. (2023). Augmented reality technology in enhancing learning retention and critical thinking according to STEAM program. Humanities and Social Sciences Communications, 10(1), 1-10. https://doi.org/10.1057/s41599-023-01650-w
Arikunto. (2012). Prosedur Penelitian. Jakarta: Rineka Cipta. https://core.ac.uk/download/pdf/83634501.pdf
Chen, C. H., Liao, H. L., & Lu, M. L. (2020). he Effectiveness of Augmented Reality on Vocational Students’ Learning Performance in Automotive Education. Journal of Educational Technology & Society, 23(2), 52–66. Retrieved from https://shorturl.asia/yEYnf
Daryanto, J., Atmojo, I. R. W., Ardiansyah, R., Saputri, D. Y., & Salimi, M. (2022). Augmented reality media development in STEAM learning in elementary schools. Ingenierie des Systemes d'Information, 27(3), 463. Retrieved from https://jurnal.stkippgritulungagung.ac.id/index.php/jipi/article/view/5029
Febyola, C., & Aswardi, A. (2021). Pengembangan Media Pembelajaran Augmented Reality Pada Mata Pelajaran Instalasi Motor Listrik. Jurnal Pendidikan Teknik Elektro, 2(2), 50-55. Retrieved from http://jpte.ppj.unp.ac.id/index.php/JPTE/article/view/109
Fri, S., & Risfendra, R. (2021). Pengembangan Modul Discovery Learning Berbasis STEM pada Mata Pelajaran Matematika. JTEV (Jurnal Teknik Elektro Dan Vokasional), 7(2), 297. https://doi.org/10.24036/jtev.v7i2.113633
Guna, R. B., & Risfendra, R. (2022). Penerapan Modul Pengendali Sistem Robotik Berbasis STEM di Sekolah Menengah Kejuruan. Jurnal Pendidikan Teknik Elektro, 3(2), 57–65. https://doi.org/10.24036/jpte.v3i2.190
Hamdani, R., & Sumbawati, M. S. (2019). Pengembangan media pembelajaran berbasis augmented reality pada mata kuliah sistem digital di jurusan teknik informatika UNESA. IT-Edu: Jurnal Information Technology and Education, 4(02). https://doi.org/10.26740/it-edu.v4i3.31700
Harta, G. W., Wahyuni, D. S., & Santyadiputra, G. S. (2021). Kepraktisan Media Pembelajaran Augmented Reality Mata Pelajaran Sablon Untuk SMK. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 10(2), 182. https://doi.org/10.23887/karmapati.v10i2.35648
Jalinus, N., & Ambiyar, A. (2016). Media dan sumber pembelajaran. Kencana 64. http://repository.unp.ac.id/21330/1/WIWI-MEDIA DAN SUMBER.pdf
Molina, G., & Thamrin, T. (2021). Pengembangan Media Pembelajaran Komponen Elektronika Berbasis Augmented Reality. Voteteknika (Vocational Teknik Elektronika dan Informatika), 9(4), 20-26. https://doi.org/10.24036/voteteknika.v9i4.114206
Mustofa H. D. (2020). Media Pembelajaran. Yayasan Kita Menulis. https://kitamenulis.id/2020/07/28/media-pembelajaran/
Nurfaizi, M., Ramdhan, B., Juhanda, A., & Artikel, I. (2022). Efektivitas Media Augmented Reality Berbasis Smartphone Terhadap Kemampuan Komunikasi Visual dan Motivasi Siswa Pada Pembelajaran Biologi. BIODIK (Jurnal Ilmiah Pendidikan Biologi), 08(3), 99–109. Retrieved from https://online-journal.unja.ac.id/biodik
Nurlaela, N., Doyan, A., & Gunada, I. W. (2021). Pengaruh Model Pembelajaran Quantum Teaching Terhadap Kemampuan Berpikir Kreatif Dan Hasil Belajar Fisika Peserta Didik Kelas Xi Mia Sma Negeri 2 Labuapi. ORBITA: Jurnal Kajian, Inovasi Dan Aplikasi Pendidikan Fisika, 7(1), 199. https://doi.org/10.31764/orbita.v7i1.4363
Ramadani, F., Darmansyah, D., & Desyandri, D. (2023). Peran Teknologi Bagi Pendidikan Dalam Revolusi 4.0. Jurnal IKA PGSD (Ikatan Alumni PGSD) UNARS, 12(2), 247–258. Retrieved from http://unars.ac.id/ojs/index.php/pgsdunars/article/view/2605
Sabil, H., Noverma, N., & Indri, S. (2022). the Practice of Using Interactive Media With Augmented Reality (Ar) Based on Steam (Science, Technology, Engineering, Arts and Mathematics) in Student Learning. Cakrawala Pedagogik, 6(2), 118–130. https://doi.org/10.51499/cp.v6i2.335
Sukma, L. R. G., Prayitno, S., Baidowi, B., & Amrullah, A. (2022). Pengembangan Aplikasi Augmented Reality sebagai Media Pembelajaran Materi Bangun Ruang Sisi Datar Kelas VIII SMP Negeri 13 Mataram. Palapa, 10(2), 198–216. https://doi.org/10.36088/palapa.v10i2.1897
Author Biographies
Dio Alvendri, Universitas Negeri Padang
Risfendra, Universitas Negeri Padang
Resmi Darni , Universitas Negeri Padang
Rizky Ema Wulansari , Universitas Negeri Padang
License
Copyright (c) 2024 Dio Alvendri, Risfendra, Resmi Darni , Rizky Ema Wulansari
This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with Jurnal Penelitian Pendidikan IPA, agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution 4.0 International License (CC-BY License). This license allows authors to use all articles, data sets, graphics, and appendices in data mining applications, search engines, web sites, blogs, and other platforms by providing an appropriate reference. The journal allows the author(s) to hold the copyright without restrictions and will retain publishing rights without restrictions.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Jurnal Penelitian Pendidikan IPA.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).