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Augmented Reality: Solusi Pembelajaran IPA di Era Revolusi Industri 4.0 Iwan Maulana; Nunuk Suryani; Asrowi Asrowi
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (101.082 KB) | DOI: 10.21070/picecrs.v2i1.2399

Abstract

Nowadays, the changes of the world are entering era of industrial revolution 4.0, which is all aspects human life depend on digital technology. Preparing qualified graduates, gaining to compete globally, mastering technological developments are important for learning especially for the future of education in Indonesia. Science is one of the subjects that is related to technology which includes aspects of products, processes, scientific attitudes, and applications. Science as a product in the form a body of knowledge consist of concepts, principles, laws, and theories must be able to contribute in creative human formation for industrial generation 4.0. Thus, the direction of development and utilization of technology in science learning should be able to help students become a superior generation, innovative, and able to compete in all fields. Augmented Reality (AR), is one of the latest technologies in the 4.0 industrial revolution that is applied in the world of education. Augmented Reality is an application of combining the real world with cyberspace in two-dimensional and three-dimensional forms projected in a real environment at the same time and is very relevant to be applied in science learning. This research method uses literature review by searching for sources that are relevant to the object of this research. Thus Augmented Reality (AR) is one solution to fix the problem of science learning in the industrial revolution era 4.0 that is able to accommodate science learning.
Penerapan Model PBL dan IBL Berbantuan Media Video untuk Meningkatkan Kemampuan Berpikir Kritis Iwan Maulana; Mochamad Kamil Budiarto; Taufiq Subhanul Qodr
Faktor Jurnal Ilmiah Kependidikan Vol 9, No 3 (2022): FAKTOR Jurnal Ilmiah Kependidikan
Publisher : Universitas Indraprasta PGRI, Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/fjik.v9i3.12609

Abstract

Teaching social science in elementary schools is not only conveying theories but also real forms of implementation and problems that often arise in the daily environment, so as to develop students' critical thinking in reconstructing events and the values contained therein. However, the media and learning methods used today have not been able to improve students' critical thinking skills. This study aims to improve students' critical thinking skills through the application of collaboration between PBL and IBL models using video. The research subjects were elementary school students in Surakarta. This research design uses classroom action research which consists of three cycles. The results showed that critical thinking skills increased in each cycle. In the first cycle, 50.33% of critical thinking skills in the second cycle increased to 69.83% and in the third cycle increased to 78.38%. So the conclusion from the results of this study is that the implementation of PBL and IBL models through video media is proven to be able to improve students' critical thinking skills.
Android-based augmented reality in science learning for junior high schools: Preliminary study Triana Rejekiningsih; Iwan Maulana; Mochamad Kamil Budiarto; Taufiq Subhanul Qodr
International Journal of Evaluation and Research in Education (IJERE) Vol 12, No 2: June 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v12i2.23886

Abstract

Technology in education encourages more effective learning facilitation processes. The lack of variation and innovation in the use of technology used in the form of learning media as a means of supporting learning activities raises many new problems for educational institutions. This research aims to identify the need to create innovations in the implementation of science learning, whose research focus is to analyze the needs for developing smartphone-based innovative augmented reality (AR) learning media. This research is descriptive qualitative. Data collection techniques are observation, interviews, and questionnaires. Teachers and students of junior high schools in Surakarta became the subject of this research. The results showed that students were less focused and unmotivated when participating in the learning process. In addition, the use of learning media is still conventional and not interactive, even though currently all students have smartphones. Based on field facts, the media used by teachers still tends to be conventional, and the majority of students have technological devices such as smartphones, there is great potential for developing innovative technology-based learning media. Smartphone ownership and the lack of interactive learning media are important foundations in innovating the development of smartphone-based augmented reality.