Pengaruh Augmented Reality Senjata Dewata Nawa Sanga sebagai Media Pembelajaran Interaktif Terhadap Pembelajaran Agama Hindu Di SD Negeri 2 Pererenan

I Putu Adi Saskara

Sari


Information and communication technology seems to have become a function of books, teachers and teaching systems that were previously conventional. The conventional learning system at this time makes communication between teachers and students less effective due to the lack of attention of students to the lessons explained by the teacher and students quickly saturated during the lesson. Based on the background of the problem, the researcher formulated a number of problem formulations namely 1) How to build an application that can facilitate students in learning and knowing the weapons of Dewata Nawa Sa𝑛̇ga at SD Negeri 2 Pererenan, Pererenan, Mengwi, Badung? 2) What is the function of augmented reality weapons of Dewata Nawa Sa𝑛̇ga as a communication media for Hindu religious education at SD Negeri 2 Pererenan, Pererenan, Mengwi, Badung? 3) How is the impact of augmented reality weapons of Dewata Nawa Sa𝑛̇ga on learning Hinduism in SD Negeri 2 Pererenan, Pererenan, Mengwi Badung?
The theory used in this study is structural-functional theory and persuasive communication theory. This type of analysis is research and development with the types of qualitative and quantitative data as supporters. To determine the informants in the field the author uses purposive sampling technique. Data collection methods used are observation, interviews, documentation and library studies.
The results of the research obtained were the formation of an Android-based Augmented Reality Dewata Nama Sa𝑛̇ga application. The function of this application as a learning media are: attention function, affective function, cognitive function, compensatory function, and motivating interests or actions, presenting information, and giving instructions. The impact is increasing student interest in learning, improving student learning outcomes with the percentage of 80.25% for the control class and 82.4% for the experimental class.


Kata Kunci


augmented reality; dewata nawa sanga; interactive learning media

Teks Lengkap:

PDF

Referensi


Adi Nugroho. 2009. “Rekayasa Perangkat Lunak Menggunakan UML dan Java Edisi 1”. Yogyakarta : Andi Publisher.

Agus Suprijono. 2009. “Cooperative Learning, Teori & Aplikasi PAIKEM”. Surabaya: Pustaka Pelajar

Andria Kusuma Wahyudi, Ridi Ferdiana, Rudi Hartanto. 2013. “ARca : Perancangan Buku Interaktif Berbasis Augmented Reality pada Pengenalan dan Pembelajaran Candi Prambanan dengan Smartphone Berbasis Android”. Jurnal Teknologi Informasi, Teknik Electro, Universitas Gadjah Mada.

Anggi Andriyadi. 2011, “Penerapan Augmented Reality Pada Brosur Untuk Media Periklanan Mobil Secara Virtual ”. Jurnal Teknologi Informasi.

Anggi Andriyadi. 2012, “Augmented Reality With ARToolkit” Jakarta : NulisBuku.com.

Burhan. M. 2007.”Penelitian Kualitatif: Komunikasi, Ekonomi, Kebijakan Publik, dan Ilmu Sosial Lainnya”. Jakarta : Kencana Prenada Media Group.

Darmawan Gede. 2015, “Nawa Dewata”, [Badung 24-Maret-2017]. https://www.mindmeister.com/108278304/nawa-dewata.

Djam’an Satori dan Aan Komariah. 2013. “Metodologi Penelitian Kualitatif”. Bandung : Alfabeta.

Feby Zulham Adami, Cahyani Budihartanti. 2016 “Penerapan Teknologi Augmented Reality pada Media Pembelajaran Sistem Pencernaan Berbasis Android”. Jurnal Teknik Komputer AMIK BSI.

Fernando.M. 2013 “Membuat Aplikasi Android Augmented Reality Menggunakan Vuforia SDK dan Unity”.

Hasan, M. Iqbal. 2002. “Pokok-Pokok Materi Metodologi Penelitian & Aplikasinya”. Bogor: Ghalia Indonesia.

Hendi Hendratman. 2015. “The Magic of Blender 3D Modelling”. Informatika.

Joseph A. DeVito. 2010. “Komunikasi Antarmanusia” (Edisi 5), Karisma Publishing.

Margono. 2005. “Metode Penelitian Pendidikan. Jakarta” : Rineka Cipta,

Mulyana, Deddy. 2008. “Ilmu Komunikasi Suatu Pengantar”. Bandung : PT Remaja Rosdakary

Munadi, Wahyudi. 2003. “Media Pembelajaran”. Jakarta: Gama persada.

Moleong, Lexy J.2012. “Metodologi Penelitian Kualitatif”, Bandung. Remaja Rosdakarya.

Nasikun. 2004. “Sistem Sosial Indonesia”. Jakarta: Raja Grafindo Persada.

Narbuko,Cholid., dan Achmadi, Abu. 2008. “Metodologi Penelitian”. Jakarta: PT. Bumi Aksara.

Rickman Roedavan. 2016.”Unity Tutorial Game Engine Edisi Revisi”.Informatika

Ritzer George. 2004.”Teori Sosiologi Modern”. Jakarta : Prenada Media Group

Sabri, A. 2005, “Strategi Belajar Mengajar Micro Teaching, Quantum Teaching”, Jakarta.

Sugiyono 2010 “Metode Penelitian Kuantitatif Kualitatif & RND”. Bandung : Alfabeta

Sugiyono.2003. “Metode Penelitian Administrasi”, Bandung: Alfabeta,

Sujarweni, Wiratna.2014. “SPSS Untuk Penelitian”. Yogyakarta, Pustaka Baru Press.

Supardi.2006. “Metodologi Penelitian, Mataram” : Yayasan Cerdas Press.

Syah, Muhibbin.1998, “Psikologi Suatu Pendekatan Baru”, Bandung: Remaja Rosda Karya.

Titib I Made , 2003, “Teologi Dan Simbol-Simbol Dalam Agama Hindu”, Paramita Surabaya.

T. Raka Joni. 1984. “Strategi Belajar-Mengajar, Suatu Tinjauan Pengantar”. Jakarta.

Uma Sekaran. 2006. “Metodologi Penelitian. Jakarta” : Salemba Empat.




DOI: https://doi.org/10.25078/wd.v14i2.1226

Refbacks

  • Saat ini tidak ada refbacks.


##submission.copyrightStatement##

width="135"width="135"

View My StatsÂ