PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY (AR) UNTUK MENGETAHUI LITERASI VISUAL PADA MATERI PENGEMASAN DI SMKN 1 MUNDU CIREBON

Laurensius Wilfran Nainggolan, - (2019) PENGEMBANGAN MEDIA PEMBELAJARAN MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY (AR) UNTUK MENGETAHUI LITERASI VISUAL PADA MATERI PENGEMASAN DI SMKN 1 MUNDU CIREBON. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: http://repository.upi.edu

Abstract

Pemanfaatan teknologi smartphone salah satunya dapat digunakan sebagai media pembelajaran. Pada penelitian ini dilakukan pengembangan media pembelajaran augmented reality untuk mata pelajaran Dasar Proses Pengolahan Hasil Pertanian dan Perikanan materi pengemasan. Tujuan penelitian ini yaitu untuk mengetahui kelayakan media pembelajaran augmented reality sebagai media pembelajaran di SMKN 1 Mundu Cirebon dan mengetahui literasi visual peserta didik setelah menggunakan media pembelajaran augmented reality pengemasan. Metode pengembangan media yang digunakan adalah model Waterfall. Pengembangan dengan model Waterfall terdiri dari enam tahapan, yaitu requirement analysis, system design, implementation, integration & testing, deployment of system, maintenance. Hasil uji kelayakan menurut ahli materi media pembelajaran dinyatakan “Layak”, menurut ahli bahasa “Sangat Layak”, dan menurut ahli media “Sangat Layak”. Hasil penerapan media pembelajaran, yaitu kemampuan visualisasi dinyatakan “Sangat Baik”, kemampuan penalaran visual dinyatakan “Baik”, kemampuan pandangan kritis dinyatakan “Baik”, kemampuan perbedaan visual dinyatakan “Sangat baik”, kemampuan asosiasi visual dinyatakan “Sangat baik”, kemampuan rekonstruksi makna dinyatakan “Sangat baik”, dan kemampuan konstruksi makna dinyatakan “Kurang baik”.;-- One of the uses of smartphone technology is used as learning media. In this study the development of augmented reality learning media was carried out for the school subjects of Basic Process of Processing Agriculture and Fishery which cover basic competencies regarding packaging. The purpose of this study is to determine the feasibility of augmented reality learning media as a learning medium in SMK 1 Mundu Cirebon, and to determine the visual literacy of students after using augmented reality learning media packaging. The media development method used is the Waterfall model. Development with the Waterfall model consists of six stages, namely requirements analysis, system design, implementation, integration & testing, deployment of the system, maintenance. The results of the feasibility test according to experts of learning media material are declared "Worthy", according to linguists "Very worthy", and according to media experts "Very worthy". The results of the application of learning media, namely the ability of visualization is stated "Very Good", the ability of visual reasoning is stated "Good", the ability of critical view is stated "Good", the ability to visual difference is stated "Very Good", the ability of visual association is stated "Very Good", the ability to the meaning reconstruction is stated "Very good", and the ability to construct meaning is recognized as "not good enough".

Item Type: Tugas Akhir,Skripsi,Tesis,Disertasi (S1)
Uncontrolled Keywords: Media pembelajaran, augmented reality, pengemasan, literasi visual, Learning media, packaging, visual literacy.
Subjects: H Social Sciences > HF Commerce
L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Pendidikan Teknologi dan Kejuruan > Jurusan Pendidikan Kesejahteraan Keluarga > Program Studi Pendidikan Teknologi Agroindustri
Depositing User: Laurensius Wilfran Nainggolan
Date Deposited: 23 Jul 2020 09:03
Last Modified: 23 Jul 2020 09:03
URI: http://repository.upi.edu/id/eprint/40690

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