Yuspa Kartika Puteri, - (2021) PENILAIAN USER EXPERIENCE APLIKASI AUGMENTED REALITY MAKANAN TRADISIONAL SUNDA (AR-NGEUNA) SEBAGAI MEDIA PEMBELAJARAN SISWA SEKOLAH MENENGAH KEJURUAN. S2 thesis, Universitas Pendidikan Indonesia.
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Abstract
Augmented Reality (AR) merupakan objek virtual dalam bentuk 3D yang berada di integrasi kedalam lingkungan nyata 3D secara real time (Bhpuri, 2009). Augmented Reality juga merupakan suatu konsep perpaduan virtual reality dengan word reality yang dapat dipadukan dengan media pembelajaran (Mustika, Rampengan, Sanjaya, & Sofyan, 2015). Penelitian ini membahas mengenai “Penilaian User Experience Aplikasi Augmented Reality Makanan Tradisional Sunda (Ar-Ngeuna) Sebagai Media Pembelajaran Siswa Sekolah Menengah Kejuruan” difokuskan pada aspek usability dan user experience yang merupakan payung penelitian. Desain penelitian menggunakan cross-sectionaldengan metode penelitian yaitu kuantitatif deskriptif. Kegiatan utama dalam pengambilan data selain melakukan pengarahan mengenai aplikasi AR-Ngeuna yaitu dengan cara memberikan kuisioner yang berkaitan dengan aplikasi AR-Ngeuna. Adapun media elektronik yang digunakan yaitu berupa handphone yang dimiliki oleh para siswa SMK. Aplikasi AR-Ngeuna dinilai mudah digunakan dan recommended untuk digunakan sebagai media pembelajaran. Adapun penilaian dari responden berdasarkan user experience pada aspek perceived ease of use, aspek perceived usefullness, aspek atitude toward using, aspek perceived behavioral dan aspek actual system usage yang menunjukkan penilaian baik terhadap Aplikasi AR-Ngeuna untuk digunakan sebagai media pembelajaran di SMK Augmented Reality (AR) is a virtual object in 3D that is integrated into a real 3D environment in real time (Bhpuri, 2009). Augmented Reality is also a concept of combining virtual reality with word reality that can be combined with learning media (Mustika, Rampengan, Sanjaya, & Sofyan, 2015). This study discusses "User Experience Assessment of Traditional Sundanese Food Augmented Reality (Ar-Ngeuna) as a Learning Media for Vocational High School Students" focused on usability and user experience aspects which are the umbrella of the research. The research design used a cross-sectional research method, namely descriptive quantitative. The main activity in data retrieval in addition to conducting briefing on the AR-Ngeuna application is by providing questionnaires related to the AR-Ngeuna application. The electronic media used is in the form of cellphones owned by SMK students. The AR-Ngeuna application is considered easy to use and recommended for use as a learning medium. The assessment of respondents based on user experience on aspects of perceived ease of use, aspects of perceived usefullness, aspects of attitude toward using, aspects of perceived behavioral and aspects of actual system usage which shows a good assessment of the AR-Ngeuna application to be used as a learning medium in SMK.
Item Type: | Thesis (S2) |
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Uncontrolled Keywords: | User Experience, Augmented Reality, Media Pembelajaran |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | Sekolah Pasca Sarjana > Pendidikan Teknologi dan Kejuruan S-2 |
Depositing User: | yuspa kartika puteri |
Date Deposited: | 27 Sep 2021 06:44 |
Last Modified: | 27 Sep 2021 06:44 |
URI: | http://repository.upi.edu/id/eprint/67619 |
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