Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah

Augmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android...

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Main Author: Ferdinan Bashofi
Format: Article
Language:Indonesian
Published: Prodi Pendidikan IPS Fakultas Ilmu Sosial Universitas Negeri Malang 2021-04-01
Series:Jurnal Teori dan Praksis Pembelajaran IPS
Subjects:
Online Access:http://journal2.um.ac.id/index.php/jtppips/article/view/18316
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spelling doaj-84a969e2d885454f95e6ea51e69183582021-10-05T01:30:24ZindProdi Pendidikan IPS Fakultas Ilmu Sosial Universitas Negeri MalangJurnal Teori dan Praksis Pembelajaran IPS2503-12012503-53472021-04-016119327155Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarahFerdinan Bashofi0IKIP Budi Utomo MalangAugmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android application. This research adheres to the development theory made by Plomp which consists of 1) Initial Phase, 2) Design Phase, 3) Product realization or manufacture stage, 4) Testing, assessment, and improvement phase, 5) Product testing phase. From the data on the results of filling in the research instrument in the form of a questionnaire, it was obtained that 80% of the student's response value or the percentage showed a positive value, as the assessment indicators were in good criteria, so a conclusion could be drawn that students were motivated by the use of learning resources Augmented Reality Book. DOI: http://dx.doi.org/10.17977/um022v6i12021p19http://journal2.um.ac.id/index.php/jtppips/article/view/18316augmented realitybooklearning resourcescultural heritage.
collection DOAJ
language Indonesian
format Article
sources DOAJ
author Ferdinan Bashofi
spellingShingle Ferdinan Bashofi
Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
Jurnal Teori dan Praksis Pembelajaran IPS
augmented reality
book
learning resources
cultural heritage.
author_facet Ferdinan Bashofi
author_sort Ferdinan Bashofi
title Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
title_short Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
title_full Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
title_fullStr Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
title_full_unstemmed Pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
title_sort pengembangan augmented reality book berbasis situs peninggalan kebudayaan sebagai sumber belajar sejarah
publisher Prodi Pendidikan IPS Fakultas Ilmu Sosial Universitas Negeri Malang
series Jurnal Teori dan Praksis Pembelajaran IPS
issn 2503-1201
2503-5347
publishDate 2021-04-01
description Augmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android application. This research adheres to the development theory made by Plomp which consists of 1) Initial Phase, 2) Design Phase, 3) Product realization or manufacture stage, 4) Testing, assessment, and improvement phase, 5) Product testing phase. From the data on the results of filling in the research instrument in the form of a questionnaire, it was obtained that 80% of the student's response value or the percentage showed a positive value, as the assessment indicators were in good criteria, so a conclusion could be drawn that students were motivated by the use of learning resources Augmented Reality Book. DOI: http://dx.doi.org/10.17977/um022v6i12021p19
topic augmented reality
book
learning resources
cultural heritage.
url http://journal2.um.ac.id/index.php/jtppips/article/view/18316
work_keys_str_mv AT ferdinanbashofi pengembanganaugmentedrealitybookberbasissituspeninggalankebudayaansebagaisumberbelajarsejarah
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