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Educational Media Development using Guided Discovery Learning Approach in Chemical Element Subject Ivenulut Rizki Diaz Renavitasari; Herman Tolle; Fitra A. Bachtiar; Ahmad Afif Supianto
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202382448

Abstract

A chemical element is one of the materials in high school for chemistry subject. Students have difficulties in studying chemical elements due to ample theories that must be memorized. In addition, conventional learning models that tend to be one-way create boredom feeling towards students. The use of interactive educational media can be a solution to the learning process. This study tries to provide a solution by developing mobile-based educational media combined with guided discovery learning models to help the learning process of chemical elements in high school. The use of appropriate educational media can be used as an independent learning tool. This study uses Research & Development (R&D) combined with SAM Model to develop this educational media. Testing is using an expert validation approach for the prototype of educational media. This study adapted the Computer System Usability Questionnaire (CSUQ) to assess an aspect of the usability of educational media. To assess the content of the material in this educational media, this study uses an evaluation questionnaire from the subject matter and media experts. The development process is carried out in three iterations, namely the preparation stage, iterative stage, and iterative development stage. The results of this study show that the assessment of chemical elements in educational media has a score of 86.8% on its system usability according to media experts and a score of 90.5% on educational media content according to material experts. So, this educational media is feasible to be applied to high school students. Overall, this educational media got a good score on the pretest-posttest, where the effectiveness of using this educational media increased student learning outcomes with an N-Gain value of 80.62%.
Design of An Interactive Module for Historical Building Learning Using Board Game Puzzle Based On Multi-Marker Augmented Reality Pujo Prasetyo aji; Herman Tolle; Eko Sakti Pramukantoro
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202382556

Abstract

Augmented Reality (AR) technology is one of the new technologies that can display the virtual world into the real word. Augmented reality technology is widely applied into the educational field to help the learning process by representating an object in more realistic and detailed way. However, most of the implementations that carried out only using AR to show up an object from a single marker, even though there are still many ways on using AR functions to represent an information in more detailed and intersting ways. This study aims to develop a learning media to introduce histrorical building spesifically Indonesian Temple’s using multi-marker augmented reality. This study used ADDIE Model to develop suitable media for learning process. Based on the results of expert testing, the developed media obtained an avarage score 3,76 for media evaluation and 3,84 for material evaluation, which means the developed media was very feasible as a learning medium. Therefore, through this research we expect to provide a recommendation for AR application models using multi-marker AR method, futhermore the modules developed are intended to become information resource and learning material about historical building especially temples in Indonesia.