AUGMENTED REALITY ENGINE MANAGEMENT SYSTEM YANG BERBASIKAN ANDROID PADA PELAJARAN KELISTRIKAN SISTEM KONTROL INJEKSI

Marji Marji, Imam Muda Nauri, Erwin Komara Mindarta

Abstract


Berdasarkan hasil observasi diperoleh bahwa tidak banyak siswa yang lulus kompetensi perawatan system kontrol injeksi. Kompetensi kelistrikan memerlukan kemampuan mengidentikasi letak komponen kelistrikan, nama komponen, dan cara kerja sistem injeksi. Platform android dapat dipergunkan sebagai media pembelajaran sistem kontrol mesin injeksi yang berbasiskan augmented reality. Perkembangan pendidikan berubah seiring dengan perkembangan teknologi saat ini dan mempengaruhi proses pembelajaran, metode pembelajaran. Teknologi Augmented Reality (AR) menjadi tren di pendidikan dengan menggabungkan dunia digital dan dunia nyata, sehingga meningkatkan kualitas kegiatan belajar mengajar. siswa yang memanfaatkan aplikasi AR berhasil menyelesaikan masalah. Penelitian ini menggunakan model pengembangan ADDIE. Instrument yang digunakan untuk mengumpulkan data penelitian adalah angket yang diisi oleh ahli, praktisi, dengan menggunakan skala Likert. Augmented reality di validasi oleh ahli media, ahli otomotif, guru dan siswa. Hasil validasi menujukkan AR valid dilihat dari aspek Tampilan, Pengetahuan, Kemudahan, dan Kelengkapan.

Keywords


Sekolah Menengah Kejuruan, Augmented Reality, ADDIE

Full Text:

PDF

References


Abbas, M. A., Hwang, G. J., Ajayi, S., Mustafa, G., & Bilal, M. 2021. Modelling and exploiting taxonomic knowledge for developing mobile learning systems to enhance children’s structural and functional categorization. Computers and Education: Artificial Intelligence, 2. DOI: https://doi.org/10.1016/j.caeai.2021.100007

Asmianto, Hafiizh, M., Rahmadani, D., Pusawidjayanti, K., & Wahyuningsih, S. 2022. Developing Android-Based Interactive E-Modules on Trigonometry to Enhance the Learning Motivation of Students. International Journal of Interactive Mobile Technologies, 16(2), 159–170. DOI: https://doi.org/10.3991/ijim.v16i02.27503

Basri, M. 2023. Teachers’ Perspectives on the Development of Augmented Reality Application in Geometry Topic for Elementary School. International Journal of Interactive Mobile Technologies, 17(15), 38–52. DOI: https://doi.org/10.3991/ijim. v17i15.40097

Bennett, S. J., & Brennan, M. J. 1993. Interactive multimedia learning in physics. Australian Journal of Educational Technology, 12(1), 8-17. DOI: https://doi.org/10. 14742/ajet.2031

Billinghurst, M., & Dünser, A. 2012. Augmented reality in the classroom. Computer, 45(7), 56–63. DOI: https://doi.org/10.1109/MC.2012.111

Bodemer, D., & Ploetzner, R. (2005). Supporting Learning With Interactive Multimedia Through Active Integration Of Representations. Instructional Science, 33, 73–95. DOI: https://doi.org/10.1007/ s11251-004-7685-z.

Cahyana, U., dkk. 2023. Improving Students’ Literacy and Numeracy Using Mobile Game-Based Learning with Augmented Reality in Chemistry and Biology. International Journal of Interactive Mobile Technologies (iJIM), 17(16), 4–15. DOI: https://doi.org/10.3991/ijim.v17i16.42377.

Cardenas-valdivia, J., Flores-alvines, J., Iparraguirre-villanueva, O., & Cabanillas-carbonell, M. 2023. Augmented Reality for Quechua Language Teaching-Learning : A Systematic Review. International Journal of Interactive Mobile Technologies (iJIM), 17(06), 116–138. DOI: https://doi.org/10.3991/ ijim.v17i06.37793

Chamba-Eras, L., & Aguilar, J. 2017. Augmented Reality in a Smart Classroom - Case Study: SaCI. Revista Iberoamericana de Tecnologias Del Aprendizaje, 12(4), 165–172. DOI: https://doi.org/10.1109/RITA. 2017.2776419

Cuperschmid, A. R. M., Grachet, M. G., & Fabrício, M. M. 2016. Desenvolvimento de um ambiente de Realidade Aumentada para montagem de parede pré-fabricada em wood-frame a partir de modelo BIM. Ambiente Construído, 16(4), 63–78. DOI: https://doi.org/10.1590/s1678-86212016000400105

Daineko, Y., Tsoy, D., Ipalakova, M., Kozhakhmetova, B., Aitmagambetov, A., & Kulakayeva, A. 2022. Development of an Interactive Mobile Platform for Studying Radio Engineering Disciplines Using Augmented Reality Technology. International Journal of Interactive Mobile Technologies (iJIM), 16(19), 147–162. DOI: https://doi.org/10.3991/ijim.v16i19.32373.

Fadzil, M., Hanid, A., Nihra, M., Mohamad, H., Yahaya, N., & Abdullah, Z. 2022. The Elements of Computational Thinking in Learning Geometry by Using Augmented Reality Application. International Journal of Interactive Mobile Technologies (iJIM), 16(02), 28–41. DOI: https://doi.org/10.3991/ ijim.v16i02.27295

Gunawan, A. A. S., William, Hartanto, B., Mili, A., Budiharto, W., Salman, A. G., & Chandra, N. 2017. Development of Affordable and Powerful Swarm Mobile Robot Based on Smartphone Android and IOIO board. Procedia Computer Science, 116, 342–350. DOI: https://doi.org/10.1016/ j.procs.2017.10.057.

Hakiki, R., Muchson, M., Sulistina, O., & Febriana, A. 2022. The Development of Learning Media Based on Augmented Reality , Hologram , and Ludo Game on The Topic of Molecular Shapes. International Journal of Interactive Mobile Technologies (iJIM), 16(04), 70–84. DOI: https://doi.org/10.3991/ijim.v16i04.28989.

Hong, O. A., Dayana, N., Halim, A., Zulkifli, N. N., Jumaat, N. F., Zaid, N. M., & Mokhtar, M. (2022). Designing Game-Based Learning Kit with Integration of Augmented Reality for Learning Geography. International Journal of Interactive Mobile Technologies (iJIM), 16(02), 4–16. DOI: https://doi.org/10.3991/ijim. v16i02.27377.

Ismail, M.E. dkk. 2017. Development Of Electrical Discharge Machine Die Sinking Application Using Android Platform. Jurnal Pendidikan Teknologi dan Kejuruan, 23(7), 339-345. DOI: http://dx.doi.org/ 10.21831/jptk.v23i4.12825.

Jackson, S. L. 2009. Research Methods and Statistics a Critical Thinking Approach (Third Edition). Wadsworth Cengage Learning.

Kalyuga, S. 2013. Effects of learner prior knowledge and working memory limitations on multimedia learning. Procedia - Social and Behavioral Sciences, 83, 25–29. DOI: https://doi.org/10.1016/ j.sbspro.2013.06.005.

Kapp.M.Karl. 2012. The Gamifi cation Instruction of Learning and Game-Based Methods and Strategies for Training and Education. Hoboken: John Wiley & Sons.

Komarudin, K., dkk. 2020. Increase the problem solving ability through improved prior knowledge. Journal of Physics: Conference Series. DOI: https://doi.org/ 10.1088/1742-6596/1700/1/012043.

Komarudin, K., Mukhadis, A. 2020. Interactive Multimedia Engine Management System ( EMS ) To Improve Prior Knowledge And Problems Solving. Jurnal Pendidikan Teknologi dan Kejuruan, 26(1), 52–62. DOI: http://dx.doi.org/10.21831/jptk.v26i1.29143

Kurniawan, R. D., & Hidayah, R. (2021). Validity of Kimi Kimo Adventure Game Based on Android as Learning Media in Chemical Bonds BT - Proceedings of the International Joint Conference on Science and Engineering 2021 (IJCSE 2021). Proceedings of the International Joint Conference on Science and Engineering 2021, 209(Ijcse), 247–253. DOI: https://doi.org/10.2991/ aer.k.211215.046.

Liu, T., Lin, Y., & Paas, F. 2014. Computers & Education Effects of prior knowledge on learning from different compositions of representations in a mobile learning environment. Computers & Education, 72, 328–338. DOI: https://doi.org/10.1016/ j.compedu.2013.10.019

Mahanan, M. S., Ibrahim, N. H., Surif, J., & Nee, C. K. 2021. AR Module for Learning Changes of Matter in Chemistry. International Journal of Interactive Mobile Technologies (iJIM), 1(23), 72–88. DOI: https://doi.org/10.3991/ijim.v15i23.27343.

Mahanan, M.S., Talib, C.A., & Ibrahim, N.H. 2021. Online Formative Assessment in Higher STEM Education; A Systematic Literature Review. Asian Journal of Assessment in Teaching and Learning, 11(1), 47. DOI: https://doi.org/10.37134/ ajatel.vol11.1.5.2021

Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M. D., & Mora, C. E. (2015). Augmented reality to promote collaborative and autonomous learning in higher education. Computers in Human Behavior, 51, 752–761. DOI: https:// doi.org/10.1016/j.chb.2014.11.093.

Nóbrega, R., Jacob, J., Coelho, A., Weber, J., Ribeiro, J., & Ferreira, S. 2017. Mobile location-based augmented reality applications for urban tourism storytelling. EPCGI 2017 - 24th Encontro Portugues de Computacao Grafica E Interacao, 2017-Janua(October), 1–8. https://doi.org/10.1109/EPCGI.2017.8124314

Novaliendry, D., Saltriadi, K. S., Mahyuddin, N., Sriwahyuni, T., & Ardi, N. 2021. Development of Interactive Media Based on Augmented Reality for Early Childhood Learning Around the Home. International Journal of Interactive Mobile Technologies (iJIM), 16(24), 4–20. DOI: https://doi.org/10.3991/ijim.v16i24.34501.

Ratnawati, N., Wahyuningtyas, N., Habibi, M. M., Bashofi, F., Shahril, M., & Shaharom, N. 2022. Development of Augmented Reality Practicum Modules to Grow Independent Learning in Cultural Anthropology Courses. International Journal of Interactive Mobile Technologies (iJIM), 16(22), 59–74. DOI: https://doi.org/ 10.3991/ijim.v16i22.36161

Rias, R. M., Zaman, H.B. 2008. ascilite Understanding the role of prior knowledge in a multimedia learning application, Australasian Journal of Educational Technology (AJET), 29(4), 537–548. DOI: https://doi.org/ 10.14742/ajet.419.

Risdianto, E. 2019. Development of Blended Learning based on Web and Augmented Reality. 295 (ICETeP 2018), 144–147. https://doi.org/10.2991/icetep-18.2019.35

Rizal, R., Rusdiana, D., Setiawan, W., & Siahaan, P. (2020). Students perception of learning management system supported smartphone: Satisfaction analysis in online physics learning. Jurnal Pendidikan IPA Indonesia, 9(4), 600–610. DOI: https://doi.org/10.15294/jpii.v9i4.25363

Rosman, A. N., Samsudin, N. A., Ismail, A., Aripin, M. S., & Khalid, S. K. A. (2019). Augmented reality application for location finder guidance. Indonesian Journal of Electrical Engineering and Computer Science, 13(3), 1237–1242. DOI: https://doi.org/ 10.11591/ijeecs.v13.i3.pp1237-1242

Roumba, E., & Nicolaidou, I. 2022. Augmented Reality Books : Motivation , Attitudes , and Behaviors of Young Readers. International Journal of Interactive Mobile Technologies (iJIM), 16(16), 59–73. DOI: https://doi.org/10.3991/ijim.v16i16.31741.

Shabiralyani, G., Hasan, K. S., Hamad, N., & Iqbal, N. 2015. Impact of Visual Aids in Enhancing the Learning Process Case Research: District Dera Ghazi Khan. Journal of Education and Practice, 6(19), 226–233. Dari: https://eric.ed.gov/?id= EJ1079541.

Shyr, W. J., Tsai, C. J., Lin, C. M., & Liau, H. M. (2022). Development and Assessment of Augmented Reality Technology for Using in an Equipment Maintenance and Diagnostic System. Sustainability (Switzerland), Sustainable Engineering and Science, 14(19). DOI: https://doi.org/ 10.3390/su141912154

Sirakaya, M., & Cakmak, E. K. 2018. The effect of augmented reality use on achievement, misconception and course engagement. Contemporary Educational Technology, 9(3), 297–314. DOI: https://doi.org/10.30935 /cet.444119

Sudirman, S. Kusumah, Y. S., & Martadiputra, B.A.P. 2022. Investigating the Potential of Integrating Augmented Reality into the 6E Instructional 3D Geometry Model in Fostering Students’ 3D Geometric Thinking Processes. International Journal of Interactive Mobile Technologies (iJIM), 16(06), 61–80. DOI: https://doi.org/10.3991/ ijim.v16i06.27819.

Sunismi, S. 2004. Developing Guiged Discovery Learning Materials Using Mathematics Mobile Learning Application As an Alternative Media for The Students Calculus II. Cakrawala Pendidikan, 34(3), 1–14. DOI: http://dx.doi.org/10.21831 /cp.v3i3.7340.

Teoh, B. S., & Neo, T. 2007. Interactive Multimedia Learning : Students ’ Attitudes And Learning Impact In An Animation Course. Turkish Online Journal of Educational Technology, 6(4). Dari: https://eric.ed. gov/?id=ED499660.

Widodo, N. 2012. Pengaruh Penggunaan Diagnosis Chart Terhadap Hasil Belajar Matakuliah Praktik Diagnosis Sistem Kelistrikan. Jurnal Pendidikan Teknologi dan Kejuruan, 21(2), 130–139. DOI: http://dx.doi.org/10.21831/jptk.v21i2.3282.

Wildan, Hadisaputra, S., Savalas, L. R. T., Laksmiwati, B. D., & Supriadi. 2023. Development of Augmented Reality-Based Online Learning Media to Improve Students’ Mental Models on the Topic of Environmental Pollution. Proceedings of the 1st Nusa Tenggara International Conference on Chemistry (NITRIC 2022), 194–204. https://doi.org/10.2991/978-94-6463-130-2_20

Wirawan, I. M. A., Sunarya, I. M. G., Jayendra, I. G. N. T., & Yudianto, A. (2018). Mobile Learning Based on Guided Inquiry: Optimization of Students’ Motivation. Jurnal Pendidikan Teknologi Dan Kejuruan, 24(2), 256–261. DOI: https://doi.org/ 10.21831/jptk.v24i2.20651

Wirjawan, J. V.D., Pratama, D., Pratidhina, E., Wijaya, A., Untung, B., & Herwinarso. (2020). Development of smartphone app as media to learn impulse-momentum topics for high school students. International Journal of Instruction, 13(3), 17–30. DOI: https://doi.org/10.29333/ iji.2020.1332a.




DOI: http://dx.doi.org/10.17977/um074v7i22023p175-184

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Jurnal Teknik Otomotif: Kajian Keilmuan & Pengajaran

ISSN: 0613-9324 | E-ISSN: 2613-9316
Contact
Diterbitkan oleh Program Studi Pendidikan Teknik Otomotif, Jurusan Teknik Mesin, Fakultas Teknik, Universitas Negeri Malang (UM)
Jl. Semarang No 5 Malang 65145
Homepagehttp://journal2.um.ac.id/index.php/jto/index
Telepon: 0341-565307

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

View My Stats