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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Prodi Pendidikan IPS Fakultas Ilmu Sosial Universitas Negeri Malang
2021-04-01
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Series: | Jurnal Teori dan Praksis Pembelajaran IPS |
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Online Access: | http://journal2.um.ac.id/index.php/jtppips/article/view/18316 |
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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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1716843826591563776 |