Design and implementation learning media of a computer hardware introduction as a teaching tool based-on augmented reality technology

2014 ◽  
Vol 7 ◽  
pp. 611-616 ◽  
Author(s):  
Giva Andriana Mutiara ◽  
Gita Indah Hapsari ◽  
Rini Handayani
Sensors ◽  
2010 ◽  
Vol 10 (11) ◽  
pp. 10435-10447 ◽  
Author(s):  
Javier Santana-Fernández ◽  
Jaime Gómez-Gil ◽  
Laura Del-Pozo-San-Cirilo

Faktor Exacta ◽  
2018 ◽  
Vol 11 (4) ◽  
pp. 310
Author(s):  
Andri Wahyu Saputra ◽  
Adhi Susano ◽  
Puji Astuti

<p><em><span style="font-size: medium;">In studying and visualizing computer devices students and students tend to experience difficulties when they want to learn and memorize computer units. This study aims to create a learning application about computer hardware by utilizing the development of Android-based smartphone technology using augmented reality technology. The development method used to build this application is the waterfall method. Making this application uses C # language and unity 3D game engine software. This application applies vuforia as SDK to create an augmented reality that runs on the Android OS and uses a virtual button located in the marker. This application provides information and displays 3D objects about computer hardware, specifically for processing units, namely processor, motherboard, RAM, hard drive and VGA. The chosen research subjects were students and students who had studied computer hardware components. This is determined to find out the difficulties faced by students and students in studying the material of computer hardware. The purpose of making this application is that students, students or even people outside the IT profession can study computer hardware material with the help of applications that provide 3D object models and relevant information without having to look at books or other media.</span></em></p><p><em><span style="font-size: medium;"> </span></em></p><p><span style="font-size: medium;"><em>Key Word </em>: <em>Android, Augmented Reality, Computer, Waterfall, Unity</em></span></p>


2019 ◽  
Vol 12 (2) ◽  
pp. 63-68
Author(s):  
Yeka Hendriyani ◽  
Hansi Effendi ◽  
Dony Novaliendry ◽  
Hastria Effendi

The main purpose of this paper is to uncover the results of a survey study regarding teacher opinions on the use of Augmented Reality (AR) in learning. For this purpose, marker-based cellular augmented reality applications have been developed and computer hardware is used as training material. In addition, teachers are given training for four days to get to know the basics of augmented reality technology, the software used, the environment to create marker-based AR objects. The data was collected through surveys and open-ended questions on teachers who are members of the English MGMP Kab. 50 cities. The tools and technology needed to develop AR and development experience are also shared. According to the survey results teachers are very enthusiastic about using augmented reality in their learning. The result of this article is the perception of the use of Augmented Reality technology for the development of instructional media by English teachers in the positive category.


Author(s):  
Renbarka Dwi Septana ◽  
Mardi Yudhi Putra ◽  
Ahmad Safei

Abstrak: Teknologi informasi memberikan dampak yang signifikan dalam mendukung perkembangan media pembelajaran. Salah satu teknologi yang membantu dalam proses pembelajaran adalah Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya 2D atau 3D secara realtime yang diproyeksikan terhadap dunia nyata melalui devices seperti smartphone. Permasalahan yang diamati pada proses belajar mengajar di SMK, yakni materi pembelajaran disajikan dalam buku Lembar Kerja Siswa bergambar dua dimensi (2D) berwarna hitam putih sehingga siswa kesulitan memahami dan mengenali komponen hardware. Selain itu, belum memanfaatkan teknologi Augmented Reality sebagai media pembelajaran yang interaktif. Tujuan penelitian ini adalah membuat media pembelajaran dengan teknologi Augmented Reality sebagai alat bantu pembelajaran agar siswa dapat memahami materi pengenalan komponen hardware komputer. Model pengembangan penelitian ini menggunakan Multimedia Development Life Cycle (MDLC). Tools yang membantu dalam pebuatan Objek gambar 3D menggunakan Adobe Illustrator, Sketchup, Vuforia, dan Unity. Untuk bahasa pemrograman C# yang dibuat menggunakan software Microsoft Visual Studio. Hasil penelitian berupa aplikasi YATINDO AR sebagai media pembelajaran komponen hardware komputer dengan teknologi Augmented Reality berbasis android yang telah membantu para guru dalam memberikan pemahaman kepada siswa tentang materi yang ada pada buku Lembar Kerja Siswa (LKS).   Kata kunci: Android, Augmented Reality, Media Pembelajaran, Hardware   Abstract: Information technology has a significant impact in supporting the development of learning media. One of the technologies that helps in the learning process is Augmented Reality. Augmented Reality is a technology that combines 2D or 3D virtual objects in realtime that are projected to the real world via devices such as smartphones. The problems observed in the teaching and learning process at SMK, namely the learning material are presented in a black and white two-dimensional (2D) illustrated Student Worksheet book so that students have difficulty understanding and recognizing hardware components. In addition, they have not yet utilized Augmented Reality technology as an interactive learning medium. The purpose of this research is to create learning media with Augmented Reality technology as a learning aid so that students can understand the material on the introduction of computer hardware components. This research development model uses the Multimedia Development Life Cycle (MDLC). Tools that help in creating 3D image objects using Adobe Illustrator, Sketchup, Vuforia, and Unity. For the C # programming language created using Microsoft Visual Studio software. The result of the research is the YATINDO AR application as a learning media for computer hardware components with Android-based Augmented Reality technology which has helped teachers in providing understanding to students about the material in the Student Worksheet (LKS) book.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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