This research was aimed to test the effectiveness of AR-based digital learning materials in improving the learning of the students. The development method used in this research is the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluation) model. The subjects in this developmental research are the lecturers of the educational technology department as media experts, the lecturers of the nonformal education department as the subject expert, and the students of the nonformal education department of the academic year 2018 as the users. The specification of the innovative product to be developed is augmented reality as a digital media in learning the family education subject. The result of the research that AR-based digital learning materials have gained excellent results as it has proven to help students in learning effectively. The average score in the experimental group after participating in learning with Augmented Reality media, the average score was improved to 92,55. Whilst in the control group, the average learning with the old/conventional paradigm, the average score recorded at 86,75.
Keywords: Cybergogy, Teaching Media, Augmented Reality
Problem solving skills are important to have in the 21st century. In the online learning period, students are required to be able to learn independently from home. However, in fact the motivation of students' learning has decreased. To facilitate students' self-learning during online learning, improving learning motivation and problem solving skills, teachers need to provide interesting learning materials. Therefore, this research aims to develop self-learning materials in the form of problem based learning e-module flipbooks on Environmentally Friendly Technology materials. This research is research and development with Lee Owens development model namely analysis, design, development and evaluation. The data collected in the form of qualitative data in the form of comments and suggestions validators and quantitative data in the form of validation scores of material experts, media and readability. The data collection instruments used are material expert validation test sheets, media experts, teachers and readability tests. Data analysis techniques are descriptive analysis. The results showed that the e-module flipbook developed has a succession of feasibility percentages from the validation tests of material experts, media experts and teachers, namely 84.03, 84.62 and 95.00%. Meanwhile, the percentage of readability tests to students was 87.81%. Teachers and students showed a response that the developed flipbook was interesting and suitable for self-learning during the pandemic. It can be concluded that, the e-module flipbook developed falls into the category of very valid (worth using) and excellent. It is expected to test the effectiveness of flipbooks to learning and develop flipbooks for other materials
<p>Mechanics is a challenging topic not only for the students majoring in physics but also for those who are not majoring in physics. This study aims to discover the correlation between students’ conceptual understanding and problem-solving skills experienced by students who major in natural science. The analysis was conducted after the course had been delivered using the hybrid-learning method. Students’ conceptual understanding was measured using 13 multiple-choice questions while their problem-solving skill was measured using 3 essay questions. The normality, the linearity, and the correlation of the data were analyzed. The data is normally distributed with the average score of students’ conceptual understanding was 83 and the average score of students’ problem-solving skills was 48. The linearity test shows that there is a significant linear correlation between students’ conceptual understanding and problem-solving skills. However, the Pearson Correlation test result shows that there is no significant positive correlation between the two variables with the coefficient of determination was only 15.4%.</p>
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