Prosiding Seminar Nasional Pendidikan Program Pascasarjana Universitas Pgri Palembang, 2, 617–627.January 28, 2012Mr. Pemanfaatan Android Dalam Dunia Pendidikan. Pengembangan Media Pembelajaran untuk meningkatkan hasil belajar siswa. Metode Pengembangan Multimedia Development Life Cycle (MDLC). Rancang Bangun Aplikasi Sumsel Museum Berbasis Mobile Menggunakan Perancangan Aplikasi Mobile Penyetoran Ayat Untuk. Peraturan Pemerintah Republik Indonesia Nomor 57 Tentang Standar Nasional Pendidikan. Indonesia, Peraturan Pemerintah Republik. yang secara harfiah berarti perantara yaitu perantara sumber pesan. Lentera Pendidikan : Jurnal Ilmu Tarbiyah Dan Keguruan, 21(1), 59–72. Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Aplikasi mobile learning sebagai sarana pembelajaran abad 21 pada era revolusi industri 4.0. Pendidikan Matematika Di Era Revolusi Industri 4.0. Kamus Besar Bahasa Indonesia.ĭarwis M, Muhammad. test to get an average value of 0.83 which is declared effective.īadan Pengembangan dan Pembinaan Bahasa Indonesia Kemendikbud RI. students of SMKN 2 Guguak Class X. Based on the product test results that the authors have tested for validity, the average value is 0.93 which is declared valid, and for the practicality test the average value is 0.97 which is declared practical and for effectiveness. There are product tests carried out in this study, namely validity tests given to field experts or field experts, practicality tests carried out by computer assembly subject teachers and students and effectiveness tests given to two learning teachers and five students. , assembly (manufacturing), testing (testing) and distribution (distribution). Luther-Sutopo version of the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept (conception), design (design), material collector (material collection). The method used in this research is R&D with the Of Computer Assembly Class X SMKN 2 Guguak. And the purpose of this research is to design learning media based on Augmented Reality on the subject So the formulation of the problem in this research is how to design learning media based on augmented reality in the subject of Computer Assembly class X at SMKN 2 Guguak. Teachers have not usedĪugmented reality-based learning media, especially smartphones, teachers still use powerpoint in learning, besides that students also have not been able to take full advantage of smartphone technology in the field of education. This research is motivated because learning is still important for teachers. Multimedia pembelajaran, Perakitan Komputer, Augmented Reality Abstract
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