Perancangan Media Pembelajaran pada Mata Kuliah Jaringan Nirkabel di Prodi PTIK IAIN Bukittinggi Berbasis Augmented Reality
DOI:
https://doi.org/10.31004/irje.v3i2.203Keywords:
Media pembelajaran, Jaringan nirkabel, Augmented RealityAbstract
This research was carried out from the problems that have been observed by the authors at IAIN
Bukittinggi which were found, where students were constrained in understanding the material because the wireless network material requires a lot of tools and materials so that it requires a lot of money, and the tools available in the laboratory are still lacking and there are tools that are needed. damaged where this has an impact on the understanding of the material that is still lacking in students about wireless networks. Therefore, the authors design learning media based on augmented reality with the aim of being
a medium that can support learning in order to help improve student understanding, and attract student interest in learning. The purpose of this research is to produce a design for supporting learning media for wireless networks based on augmented reality that is valid, practical and effective. The method used in this study is a research and development (R&D) method using the Luther-Sutopo version of the multimedia development life cycle (MDLC), which consists of six stages, namely concept (conception),
design (design), collecting material (material collection). ), assembly (manufacture), testing (testing) and distribution (distribution). There are three product tests conducted in this study, namely validity test, practicality test and effectiveness test. Based on the product test results that have been carried out by the
author of the validity test, the average value is 0.91 which is declared valid, and for the practicality test, the average value is 0.67 which is declared practical and for the effectiveness test, the average value is obtained. the average is 0.90 which is declared effective.
References
Ashari, R., Hetilaniar, & Selegi, S.F., (2022). Pengaruh model the power of two terhadap hasil belajar PPKN siswa kelas V SD Negeri 199 Palembang. Anthor: Education and Learning Journal. Vol 1 No 2. Tersedia di: https://anthor.org/index.php/anthor/article/view/15.
Balandin, S.., Oliver, I., Boldyrev, S., Smirnov, A., Shilov, N., and Kashevnik, A. (2010). Multimedia services on top of M3 Smart Spaces,” Proc. - 2010 IEEE Reg. 8 Int. Conf. Comput. Technol. Electr. Electron. Eng. Sib., vol. 13, no. 2, pp. 728–732, 2010, doi: 10.1109/SIBIRCON.2010.5555154.
Efriyanti, L and Annas, F. (2020). Aplikasi Mobile Learning Sebagai Sarana Pembelajaran Abad 21 bagi Pendidik dan Peserta Didik di era Revolusi Industri 4.0,” J. Educ. J. Educ. Stud., vol. 5, no. 1, p. 29 doi: 10.30983/educative.v5i1.3132.
Jazuli, D.A.R., Zakir, S. (2022). Pengaruh project based learning berbasis blended learning menggunakan edmodo terhadap hasil belajar peserta didik pada mata pelajaran biologi di SMAN 1 lareh sagi halaban. Indonesian Research Journal on Education. Vol 2 no 1. Tersedia di: https://irje.org/index.php/irje/article/view/232.
Kamelia, L. (2015). Sebagai Media Pembelajaran Interaktif Pada Mata. vol. IX, no. 1.
National, G, and Pillars, H. (2012). Pengembangan Media Pembelajaran. konsep dasar Teknol. Pendidik., vol. 5, no. 1, p. 265.
Wahyuni, I and Fitria, L. (2018). Pemanfaatan Media Pembelajaran untuk Materi Suhu Dan Kalor,” pedagogia, no. 666, pp. 1–44.
Zakir, M., and Musril, H.A. (2020). Perancangan Media Pembelajaran Produk Kreatif Dan Kewirausahaan Berbasis Android Di Smk Elektronika Indonesia Bukittinggi,” J. Edukasi Elektro, vol. 4, no. 2, pp. 153–157, 2020, doi: 10.21831/jee.v4i2.35371.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2023 Muhammad Vikri, Liza Efriyanti, Supriadi, Riri Okra

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









