RANCANG BANGUN MEDIA EDUKASI FLASH CARD BERBASIS AUGMENTED REALITY PADA MATERI SALAT UNTUK SISWA KELAS II SEKOLAH DASAR

Muhamad Hafidh Awaludin Zamil, - (2022) RANCANG BANGUN MEDIA EDUKASI FLASH CARD BERBASIS AUGMENTED REALITY PADA MATERI SALAT UNTUK SISWA KELAS II SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.

[img]
Preview
Text
S_MULTI_1805731_Title.pdf

Download (281kB) | Preview
[img]
Preview
Text
S_MULTI_1805731_Chapter1.pdf

Download (74kB) | Preview
[img] Text
S_MULTI_1805731_Chapter2.pdf
Restricted to Staf Perpustakaan

Download (546kB)
[img]
Preview
Text
S_MULTI_1805731_Chapter3.pdf

Download (273kB) | Preview
[img] Text
S_MULTI_1805731_Chapter4.pdf
Restricted to Staf Perpustakaan

Download (2MB)
[img]
Preview
Text
S_MULTI_1805731_Chapter5.pdf

Download (66kB) | Preview
[img] Text
S_MULTI_1805731_Appendix.pdf
Restricted to Staf Perpustakaan

Download (2MB)
Official URL: http://repository.upi.edu

Abstract

Penelitian ini bertujuan untuk mengetahui proses perancangan hingga hasil uji kelayakan sehingga media layak digunakan dalam pembelajaran. Penelitian ini dilatar belakangi observasi peneliti kepada guru terkait bahwa masih terbatasnya media siswa dalam memahami materi pelajaran Pendidikan Agama Islam dan Budi Pekerti pada siswa kelas II di SDN Padalarang III. Hal ini dibuktikan, guru masih menggunakan metode ceramah dan dikte tanpa adanya media interaktif lain yang dapat dijadikan sumber belajar bagi siswa. Upaya yang dapat dilakukan untuk mengatasi permasalahan tersebut adalah dengan menciptakan media edukasi yang kreatif dan inovatif dengan memanfaatkan teknologi multimedia. Media edukasi tersebut berupa Augmented Reality berbasis flashcard sebagai markernya. Augmented Reality merupakan aplikasi yang terdapat benda-benda yang berada didunia maya ke dunia nyata dengan menggunakan flashcard sebagai marker dan mengandung unsur interaktifitas didalamnya. Metode yang digunakan dalam penelitian ini adalah metode DND (Design and Perancangan) atau bisa disebut sebagai penelitian desain dan perancangan. Penelitian ini menggunakan desain dari model N.J Manson dengan tahapan-tahapan seperti menyadari adanya masalah (awareness of problem), memberi saran (suiggestion), mengembangkan produk (perancangan), melakukan evaluasi (evaluation), dan menyimpulkan (conclusion).Instrumen yang digunakan adalah lembar validasi dan angket respon siswa. Berdasarkan hasil penelitian terdapat tanggapan dari ahli media diperoleh persentase 91,1%, tanggapan dari ahli materi diperoleh persentase 95%, dan hasil angket respon siswa diperoleh 97%. Berdasarkan hasil perolehan data menunjukan bahwa perancangan media edukasi Augmented Reality berbasis flashcard ini telah mencapai keberhasilan dan dapat dijadikan media pendukung dalam proses pembelajaran khususnya pada mata pelajaran Pendidikan Agama Islam dan Budi Pekerti pada pokok bahasan Bacaan Salat. ----- This research aims to determine the design process to the results of teacher and student responses so that the media is suitable for use in learning. This research was motivated by the lack of students' level of understanding of the subject matter for class II students at SDN Padalarang III. This happens because the use of media in the learning process is still limited. This is proven, teachers still use the lecture and dictation method without any other interactive media that can be used as learning resources for students. Efforts that can be made to overcome these problems are to create creative and innovative educational media by utilizing multimedia technology. The educational media is in the form of Augmented Reality based on flashcards as a marker. Augmented Reality is an application that contains objects that are in the virtual world to the real world by using a flashcard as a marker and contains elements of interactivity in it. The method used in this research is the DND (Design and Perancangan) method which can be referred to as design and perancangan research. This study uses the design of the N.J Manson model with stages such as being aware of a problem (awareness of problem), giving advice (suggestion), developing a product (perancangan), evaluating (evaluation) and concluding (conclusion). Based on the results of the study found. The instruments used are validation sheets and student response questionnaires. The results of the study were the responses from media experts obtained a percentage of 91.1%, responses from material experts obtained a percentage of 95%, and the results of the student response questionnaires obtained 97%. Based on the results of data acquisition, it shows that the design of this flashcard-based Augmented Reality educational media has achieved success and can be used as a supporting media in the learning process, especially in the subjects of Islamic Religious Education and Character Education on the subject of Prayer Reading.

Item Type: Thesis (S1)
Uncontrolled Keywords: Augmented Reality, Flash Card, Media Pembelajaran, Materi Salat Augmented Reality, Flash Card, Learning Media, Prayer Material
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
L Education > LB Theory and practice of education > LB1501 Primary Education
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Muhamad Hafidh Awaludin Zamil
Date Deposited: 16 Sep 2022 06:25
Last Modified: 21 Sep 2022 04:28
URI: http://repository.upi.edu/id/eprint/79585

Actions (login required)

View Item View Item