You are on page 1of 10

Jurnal Pensil : Pendidikan Teknik Sipil 12 (2023) 12 – 21

Available online at: http://journal.unj.ac.id

Journal homepage: http://journal.unj.ac.id/unj/index.php/jpensil/index

DEVELOPMENT OF LEARNING MEDIA OF AUGMENTED REALITY


APPLICATION IN BASIC BUILDING CONSTRUCTION LESSON

Rosmawita Saleh1*, Hertia Lestari2, R. Eka Murtinugraha3


1,2,3
Program Studi Pendidikan Teknik Bangunan Fakultas Teknik Universitas Negeri Jakarta,
Jl. Rawamangun Muka Raya No. 11, DKI Jakarta, 13220, Indonesia
*1
rosmawitasaleh@unj.ac.id 2lestarihertia@gmail.com 3r_ekomn@unj.ac.id

Abstract
An augmented reality is a technology that will be utilized at Basic
P-ISSN: 2301-8437 Building Construction lesson in the Construction and Property
E-ISSN: 2623-1085 Business Expertise Competency at SMK Negeri 1 Cibinong as a
learning media to enhance comprehension of building construction
ARTICLE HISTORY
material and modify learning media to technology advancements. This
Accepted:
27 Desember 2022
research was conducted with Research and Development (R&D)
Revision: method and the ASSURE model. In this research, the process of
07 Januari 2023 developing learning media encompassed various steps, including
Published: analysis, determining a learning method, identifying a learning
31 Januari 2023 objective, constructing the media and materials, participation, and
ARTICLE DOI: evaluation and improvement. The research results indicated that: (1)
10.21009/jpensil.v12i1.32295 media experts’ validation attains an average of 91% (very feasible); (2)
material experts’ validation attains a percentage of 92% (very feasible);
and (3) augmented reality application users’ validation attains an
average result of 81% (very feasible). The augmented reality application
in the Basic Building Construction lesson can be utilized in the
Construction and Business Expertise Competency at SMK Negeri 1
Jurnal Pensil : Cibinong, as determined by the validity test and the limited user trials.
Pendidikan Teknik
Sipil is licensed under a Keywords: Learning media, Augmented reality, ASSURE, Basic
Creative Commons Building Construction
Attribution-ShareAlike
4.0 International License
(CC BY-SA 4.0).
Jurnal Pensil : Pendidikan Teknik Sipil

Introduction
The management of lifestyles is significantly world and appear to be tangible objects
impacted by technological advancements, (Ozdemir et al., 2018). Augmented reality is
particularly when it comes to how well also a technology that allows its users to
students’ conceptual comprehension grows access learning via mobile phones
throughout the learning process (Fitriliyani (Adedokun-Shittu et al., 2020; Gómez-
et al., 2021; Putrawangsa & Hasanah, 2018). García et al., 2018). Other than the ease of
The objective of learning is to attain the best accessing the media, the use of augmented
possible development in cognitive, affective, reality as a learning media will provide a
and psychomotor aspects (Purba, Tamrin, et better visual representation than basic
al., 2020). One of the breakthroughs to photos or figures, which are still in 2D
bring learning in accordance with forms (Arslan et al., 2020; Galeh Nur
technological advancements is the learning Indriatno Putra Pratama et al., 2022; Garzón
development using technology (Mawaddah et al., 2019; Sumarna et al., 2019).
et al., 2019). As technology becomes more Students’ motivation to learn can be
advanced, teachers are driven to improve increased by using augmented reality as a
their knowledge of technology-enhanced learning media (Almenara & Vila, 2019;
learning, including developing learning Flores-Bascuñana et al., 2020; Garzón et al.,
media (Firmadani, 2020; Tafonao, 2018). 2019). Students’ understanding of the
Additionally, the development of learning provided learning material increases as their
media that keep up with technological learning motivation rises (Chen et al., 2017;
advancements will bring more diversity in Garzón et al., 2019; Yuliono et al., 2018).
learning and boost students’ engagement, Additionally, student learning outcomes
motivation, and interest, all of which have have improved (Moreno-Guerrero et al.,
an impact on the achievement of learning 2020; Qorimah & Sutama, 2022; Wen,
objectives (Belmonte et al., 2019). 2021). Building Information Modeling
Learning media, which can be in the (BIM) and augmented reality are frequently
form of hardware and software, is a tool for combined in the construction industry to
communication and interaction between make it convenient to provide visuals
teachers and students during the learning relating to the construction that has been or
process (Abi Hamid et al., 2020; Kustandi & is currently being executed (Diao & Shih,
Darmawan, 2020). By utilizing learning 2019). Therefore, it is expected that the
media, the learning process can occur in a utilization of augmented reality in the
variety of ways, in a variety of forms and Construction and Property Business (CPB)
everywhere (Atsani, 2020; Bahasoan et al., Expertise Competency will both facilitate
2020; Purba, Tamrin, et al., 2020; students’ learning and increase their
Suhelayanti et al., 2020). Learning will familiarity with technology.
perform better and achieve the best learning Needs assessment of 40 students who
outcomes when it uses the appropriate were enrolled in the CPB was conducted.
learning media and follows up with the Approximately 80% of students still struggle
times and generations (Purba, Rofiki, et al., to comprehend the lesson on Basic Building
2020). So that learning outcomes can be Construction. As many as 37.5% of students
achieved, it is fundamental to have effective, expressed the learning media the teacher
efficient, and appealing learning media utilized was less appealing. Students need a
(Dwiyogo, 2022). learning media that can present visuals, such
A technology that combines digital as realistic-looking illustration, in addition to
and physical information is called material that is simple to comprehend. Thus,
augmented reality (López-Belmonte et al., 97.5% of students were in approval of the
2020; Madanipour & Cohrssen, 2020). development of learning media that used
Through the use of computer technology, augmented reality media.
virtual objects can be projected into the real
Development of Learning …− 13
Saleh, R, et al.
Jurnal Pensil : Pendidikan Teknik Sipil

Software such as Unity 2018, Vuforia, Application in Basic Building Construction”


Visual Studio, and Sketchup 2017 are used was carried out. Based on the findings of
to develop the augmented reality. Unity this research, it is expected that learning
2018 software is used for data processing of media that utilize augmented reality can
3D objects, audio, and textures. The object expand the variety of learning media, deepen
to be visualized is displayed using the students’ comprehension, and enhance
Vuforia software. Application programming learning outcomes.
is done using the Visual Studio software.
Sketchup 2017 software is used for 3D Research Methodology
objects creation. The Syllabus of CPB for
This research was conducted at the
Academic Year of 2020/2021 for the Basic
CPB at SMK Negeri 1 Cibinong from
Building Construction lesson used as the
March to August 2021. This research used
foundation for the development of the
the Research & Development (R&D)
augmented reality.
method and the ASSURE development
According to the previously discussed
model. The following figure is a research
explanation, research titled “Development
flowchart based on the ASSURE model.
of Learning Media of Augmented Reality

Figure 1. Research Flowchart

Data obtained from media experts, material


Learning media that have been made experts, and students will be calculated using
is validated by media experts and material the following formula.
experts. In addition, learning media will also
be tested to limited 50 students of the CPB.

14 − Volume 12, Nomor 1, Januari 2023


Jurnal Pensil : Pendidikan Teknik Sipil

The average score of the validation is Results and Discussion


then adjusted to the categories that have This research developed a product,
been determined as follows. namely learning media in the form of an
augmented reality application for the Basic
Table 1. Validation criteria based on Likert
Building Construction lesson. The learning
scale (Utomo & Ratnawati, 2018)
materials’ content had been adjusted to suit
Attained Validation the needs of students utilizing Basic
Percentage Classification Building Construction Syllabus for the
81 – 100% Very feasible 2020/2021 Academic Year. The augmented
61 – 80% Feasible reality application product that had been
41 – 60% Quite feasible
developed can be seen in the following
figure.
21 – 40% Less feasible
0 – 20% Not feasible

Figure 2. The results of augments reality application made

can be used to measure students’ abilities


On the application’s main page, there after learning the lesson.
are four menus, namely (1) Scanner Menu, Validation test by media experts were
which functions to scan markers and brings carried out to determine the quality of the
up 3D visualizations; (2) About Menu, product that had been made in terms of
which contains information about the media. In this research, the validation test
application and the developers; (3) Guide was carried out by two media experts and
Menu, which contains a guidance for using assessed based on three aspects, namely the
the application; and (4) Exit Menu, to exit media aspect (13 indicators), the usability
the application. In addition, this application aspect (2 indicators), and the material aspect
is equipped with students’ worksheets that (1 indicator). The results of the validation
test can be seen in the following table.

Development of Learning …− 15
Saleh, R, et al.
Jurnal Pensil : Pendidikan Teknik Sipil

Table 2. Results of validation test by media experts


No Aspect Max. Assessment Percentage
Score Score
V1 V2 V1 V2
1 Media 65 55 63 85% 97%
2 Usability 10 9 9 90% 90%
3 Material 5 4 5 80% 100%
Total 80 68 77 255% 287%
Average 91%
The validation test by the material
According to the table above, the experts were also carried out to determine
average results of validation by media the quality of the products that had been
experts are 91%. This means that the made in terms of learning materials. In this
product made, namely the augmented reality research, the validation test was carried out
application, is very feasible to use as a by a material expert and was assessed based
learning media in the Basic Building on three aspects, namely the material aspect
Construction lesson seen from the media (4 indicators), the material aspect (5
aspect, the usability aspect, and the material indicators), and the usability aspect (2
aspect. indicators). The results of the validation test
can be seen in the following table.

Table 3. Results of validation test by material expert


No Aspect Max Assessment Percentage
Score Score
1 Material 20 20 100%
2 Media 25 24 96%
3 Usability 10 8 80%
Total 55 52 276%
Average 92%
In this research, limited trials were
According to the table above, the carried out, namely validation test and
average results of validation by material effectiveness test, on 50 students from the
expert is 92%. This means that the material CPB at SMK Negeri 1 Cibinong. The
contained in the product made, namely the effectiveness test was carried out to
augmented reality application, is very determine the improvement in learning
feasible to use as a learning media in the outcomes before and after using the
Basic Building Construction lesson in terms developed product. The test conducted by
of material aspect, media aspect, and doing a pre-test before using the product
usability aspect. and a post-test after using the product.

16 − Volume 12, Nomor 1, Januari 2023


Jurnal Pensil : Pendidikan Teknik Sipil

Figure 3. Students’ learning outcomes

The validation test was carried out to


According to the figure above, there is determine the students’ response to the
an increase in the students’ learning product being developed. In this validation
outcomes for 12.18%. therefore, it can be test, there were two aspects that were
concluded that the use of augmented reality assessed namely the media aspect (11
application as a learning media in the Basic indicators) and the learning process aspect
Building Construction lesson can improve (3 indicators). The following table is the
student learning outcome. results of the validation test that has been
carried out.

Table 4. Results of validation tests by students


No Aspect Max Assessment Percentage
Score Score
1 Media 55 45 82%
2 Learning Process 15 12 80%
Total 70 57 162%
Average 81%
reality made as a learning media is feasible to
According to the table above, the use. In addition, research by Wahyudi et al.
average results of validation obtained by (2017) also shows an increase in student
students in limited trials were 81%. This learning outcomes after using augmented
means that the product made, namely the reality in the learning process. The use of
augmented reality application, is very augmented reality during learning process at
feasible to use as a learning media in the Vocational Schools as a variety of learning
Basic Building Construction lesson both in media is suitable to use (Gudoniene &
the media aspect and the learning process Rutkauskiene, 2019; Mustaqim &
aspect. Kurniawan, 2017). This is because the use of
Based on the results of the validation augmented reality in Vocational Schools can
tests from media experts, material experts, fulfill the skills, cognitive, affective, and also
and students, show that the augmented psychomotor aspects of students which are
reality application that had been made is also in accordance with the 2013 Curriculum
very feasible to use as a learning media. This (Mantasia & Jaya, 2016). The use of
is in line with researches conducted by augmented reality in Vocational Schools is
Arifin et al. (2020), Burhanudin (2017), also suitable for long-term use, especially in
Lubis & Dasopang (2020), and Syawaludin terms of cost (Solikhatun et al., 2021). To
et al. (2019) where the results of augmented enhance this learning media, it does not
Development of Learning …− 17
Saleh, R, et al.
Jurnal Pensil : Pendidikan Teknik Sipil

require major refinement which usually done References


from scratch. It is because the enhancement Abi Hamid, M., Ramadhani, R., Masrul, M.,
can be done using software on a computer. Juliana, J., Safitri, M., Munsarif, M.,
In contract to conventional 3D visual media, Jamaludin, J., & Simarmata, J. (2020).
if it was damaged, the refinement usually Media pembelajaran. Yayasan Kita
needs to be done as a whole.
Menulis.
This research certainly had limitations
that are expected to be a concern for further Adedokun-Shittu, N. A., Ajani, A. H.,
development. The limitations of this Nuhu, K. M., & Shittu, A. J. K.
research were that the speed of smartphone (2020). Augmented reality
devices in displaying 3D objects when instructional tool in enhancing
scanning was highly dependent on camera geography learners academic
quality, camera distance from the marker, performance and retention in Osun
and lighting. Smartphone that had higher state Nigeria. Education and Information
specifications will have better quality. In Technologies, 25(4), 3021–3033.
addition, in the process of collecting student https://doi.org/10.1007/s10639-020-
response data which was carried out through 10099-2
questionnaires, it was not always in Almenara, J. C., & Vila, R. R. (2019). The
accordance with the real intentions because motivation of technological scenarios
the differences in understanding of each in Augmented Reality (AR): Results of
student were different. different experiments. Applied Sciences
(Switzerland), 9(14), 1–16.
Conclusion
Arifin, A. M., Pujiastuti, H., & Sudiana, R.
The development of learning media in (2020). Pengembangan media
the form of augmented reality application in pembelajaran STEM dengan
the Basic Building Construction lesson can augmented reality untuk
be used as a variation of learning media. meningkatkan kemampuan spasial
Based on the results of the research, the matematis siswa. Jurnal Riset Pendidikan
learning media were categorized in the very Matematika, 7(1), 59–73.
feasible category in terms of media https://doi.org/10.21831/jrpm.v7i1.3
according to media experts and also material 2135
according to material expert. Through a
limited trial, which was conducted on 50 Arslan, R., Kofoğlu, M., & Dargut, C.
students of the CPB at SMK Negeri 1 (2020). Development of augmented
Cibinong, showed that both the average pre- reality application for biology
test and post-test scores were 73.54 and education. Journal of Turkish Science
83.74. This showed that the rate of Education, 17(1), 62–72.
improvement in learning outcomes obtained https://doi.org/10.36681/tused.2020.
after the use of augmented reality 13
application as learning media of 12.18%. Atsani, L. G. M. Z. (2020). Transformasi
Therefore, this learning media is more Media Pembelajaran Pada Masa
effective to use during learning process. It Pandemi Covid-19. Al-Hikmah: Jurnal
can also be concluded that the development Studi Islam, 1(1), 82–93.
augmented reality application can increase http://journal.unj.ac.id/unj/index.ph
knowledge and student learning outcomes in p/jtp
the Basic Building Construction lesson. In
Bahasoan, A. N., Ayuandiani, W., Mukhram,
this regard, it is feasible to use augmented
M., & Rahmat, A. (2020).
reality application as a variety of learning
Effectiveness of Online Learning In
media in the CPB Expertise Competency at
Pandemic Covid-19. International
SMK Negeri 1 Cibinong.
Journal of Science, Technology &

18 − Volume 12, Nomor 1, Januari 2023


Jurnal Pensil : Pendidikan Teknik Sipil

Management, 1(2), 100–106. https://doi.org/10.23887/jp2.v4i2.38


https://doi.org/10.46729/ijstm.v1i2.3 899
0 Flores-Bascuñana, M., Diago, P. D., Villena-
Belmonte, J. L., Moreno-Guerrero, A. J., Taranilla, R., & Yáñez, D. F. (2020).
Núñez, J. A. L., & Sánchez, S. P. On augmented reality for the learning
(2019). Analysis of the productive, of 3D-geometric contents: A
structural, and dynamic development preliminary exploratory study with 6-
of augmented reality in higher grade primary students. Education
education research on the web of Sciences, 10(1).
science. Applied Sciences (Switzerland), https://doi.org/10.3390/educsci1001
9(24). 0004
https://doi.org/10.3390/app9245306 Galeh Nur Indriatno Putra Pratama,
Burhanudin, A. (2017). Pengembangan Triyono, M. B., Hasanah, N., &
Media Pembelajaran Augmented Ramadhan, M. A. (2022). Mapping the
Reality Pada Mata Pelajaran Dasar Utilization of Augmented Reality
Elektronika Di Smk Hamong Putera 2 Media in Vocational Education in Diy
Pakem. Pendidikan Teknik Mekatronika, Using K-Means. Jurnal Pensil:
7(3), 266–274. Pendidikan Teknik Sipil, 11(3), 271–
281.
Chen, P., Liu, X., Cheng, W., & Huang, R.
https://doi.org/10.21009/jpensil.v11i
(2017). A review of using Augmented
3.26776
Reality in Education from 2011 to
2016. In Lecture Notes in Educational Garzón, J., Pavón, J., & Baldiris, S. (2019).
Technology (pp. 13–18). Systematic review and meta-analysis
https://doi.org/10.1007/978-981-10- of augmented reality in educational
2419-1_2 settings. Virtual Reality, 23(4), 447–
459. https://doi.org/10.1007/s10055-
Diao, P. H., & Shih, N. J. (2019). Trends
019-00379-9
and research issues of augmented
reality studies in architectural and civil Gómez-García, M., Trujillo-Torres, J. M.,
engineering education-A review of Aznar-Díaz, I., & Cáceres-Reche, M.
academic journal publications. Applied P. (2018). Augment reality and virtual
Sciences (Switzerland), 9(9). reality for the improvement of spatial
https://doi.org/10.3390/app9091840 competences in Physical Education.
Journal of Human Sport and Exercise -
Dwiyogo, W. D. (2022). Pembelajaran visioner.
2018 Spring Conferences of Sports Science.
Bumi Aksara.
https://doi.org/10.14198/jhse.2018.1
Firmadani, F. (2020). Media Pembelajaran 3.Proc2.03
Berbasis Teknologi Sebagai Inovasi
Gudoniene, D., & Rutkauskiene, D. (2019).
Pembelajaran Era Revolusi Industri
Virtual and augmented reality in
4.0. Prosiding Konferensi Pendidikan
education. Baltic Journal of Modern
Nasional, 2(1), 93–97.
Computing, 7(2), 293–300.
http://ejurnal.mercubuana-
https://doi.org/10.22364/bjmc.2019.
yogya.ac.id/index.php/Prosiding_Ko
7.2.07
PeN/article/view/1084/660
Kustandi, C., & Darmawan, D. (2020).
Fitriliyani, Y., Fauzi, I., & Sari, M. Z. (2021).
Pengembangan Media Pembelajaran: Konsep
Motivasi Belajar Mahasiswa pada
& Aplikasi Pengembangan Media
Pembelajaran Daring Selama
Pembelajaran bagi Pendidik di Sekolah dan
Pandemik Covid-19. Jurnal Pedagogi
Dan Pembelajaran, 6(2), 165–175. Masyrakat. Prenada media.

Development of Learning …− 19
Saleh, R, et al.
Jurnal Pensil : Pendidikan Teknik Sipil

López-Belmonte, J., Moreno-Guerrero, A. https://doi.org/10.3390/ijerph17103


J., López-Núñez, J. A., & Hinojo- 637
Lucena, F. J. (2020). Augmented Mustaqim, I., & Kurniawan, N. (2017).
reality in education. A scientific Pengembangan Media Pembelajaran
mapping in Web of Science. Interactive Berbasis Augmented Reality. Jurnal
Learning Environments, 0(0), 1–15. Edukasi Elektro, 1(1), 36–48.
https://doi.org/10.1080/10494820.20 https://doi.org/10.17977/um034v29i
20.1859546 2p97-115
Lubis, A. H., & Dasopang, M. D. (2020). Ozdemir, M., Sahin, C., Arcagok, S., &
Pengembangan Buku Cerita Demir, M. K. (2018). The Effect of
Bergambar Berbasis Augmented Augmented Reality Applications in
Reality untuk Mengakomodasi the Learning Process: A Meta-
Generasi Z. Jurnal Pendidikan: Teori, Analysis Study. Eurasian Journal of
Penelitian, Dan Pengembangan, 5(6), 780. Educational Research, 2018(74), 165–
https://doi.org/10.17977/jptpp.v5i6. 186.
13613 https://doi.org/10.14689/ejer.2018.7
Madanipour, P., & Cohrssen, C. (2020). 4.9
Augmented reality as a form of digital
Purba, R. A., Rofiki, I., Purba, S., Purba, P.
technology in early childhood B., Bachtiar, E., Iskandar, A.,
education. Australasian Journal of Early Febrianty, F., Yanti, Y., Simarmata, J.,
Childhood, 45(1), 5–13. & Chamidah, D. (2020). Pengantar
https://doi.org/10.1177/1836939119 Media Pembelajaran. Yayasan Kita
885311 Menulis.
Mantasia, M., & Jaya, H. (2016). Purba, R. A., Tamrin, A. F., Bachtiar, E.,
Pengembangan Teknologi Augmented Makbul, R., Rofiki, I., Metanfanuan,
Reality Sebagai Penguatan Dan
T., Masrul, M., Simarmata, J., Juliana,
Penunjang Metode Pembelajaran Di J., & Irawan, E. (2020). Teknologi
Smk Untuk Implementasi Kurikulum
Pendidikan. Yayasan Kita Menulis.
2013. Jurnal Pendidikan Vokasi, 6(3),
281. Putrawangsa, S., & Hasanah, U. (2018).
https://doi.org/10.21831/jpv.v5i3.10 Integrasi Teknologi Digital Dalam
522 Pembelajaran Di Era Industri 4.0.
Jurnal Tatsqif, 16(1), 42–54.
Mawaddah, W., Ahied, M., Hadi, W. P., & https://doi.org/10.20414/jtq.v16i1.20
Wulandari, A. Y. R. (2019). Uji
3
Kelayakan Multimedia Interaktif
Berbasis Powerpoint Disertai Qorimah, E. N., & Sutama, S. (2022). Studi
Permainan Jeopardy Terhadap Literatur: Media Augmented Reality
Motivasi Belajar Siswa. Natural Science (AR) Terhadap Hasil Belajar Kognitif.
Education Research, 2(2), 174–185. Jurnal Basicedu, 6(2), 2055–2060.
https://doi.org/10.21107/nser.v2i2.6 https://doi.org/10.31004/basicedu.v6
254 i2.2348
Moreno-Guerrero, A. J., García, S. A., Solikhatun, I., Sukirno, Widodo, A. W., &
Navas-Parejo, M. R., Campos-Soto, Maslahah, S. (2021). The Potential of
M. N., & García, G. G. (2020). Augmented Reality for Vocational
Augmented reality as a resource for High School Learning Amid Covid-19
improving learning in the physical Spread. Proceedings of the Eighth
education classroom. International International Conference on English
Journal of Environmental Research and Language and Teaching (ICOELT-8
Public Health, 17(10). 2020), 579, 172–176.

20 − Volume 12, Nomor 1, Januari 2023


Jurnal Pensil : Pendidikan Teknik Sipil

https://doi.org/10.2991/assehr.k.210 https://doi.org/10.32585/jkp.v2i2.11
914.033 3
Suhelayanti, S., Aziz, M. R., Sari, D. C., Utomo, A. Y., & Ratnawati, D. (2018).
Safitri, M., Saputra, S., Purba, S., Pengembangan Video Tutorial Dalam
Revida, E., Purba, R. A., Muharlisiani, Pembelajaran Sistem Pengapian Di
L. T., & Simarmata, J. (2020). Smk. Jurnal Taman Vokasi, 6(1), 68.
Manajemen Pendidikan. Yayasan Kita https://doi.org/10.30738/jtvok.v6i1.2
Menulis. 839
Sumarna, K., Maulana, A., & Rochadi, D. Wahyudi, U. M. W., Wibawanto, H., &
(2019). Pengaplikasian Augmented Hardyanto, W. (2017). Pengembangan
Reality Pada Modul Pembelajaran Media Edukatif Berbasis Augmented
Menggambar Teknik 2 dan CAD di Reality untuk Desain Interior dan
Program Studi Pendidikan Teknik Eksterior. Innovative Journal of
Bangunan, Fakultas Teknik, Curriculum and Educational Technology,
Universitas Negeri Jakarta. Jurnal 6(2), 39–48.
Pensil: Pendidikan Teknik Sipil, 8(2), 89– Wen, Y. (2021). Augmented reality
96. enhanced cognitive engagement:
https://doi.org/10.21009/jpensil.v8i2
designing classroom-based
.11956 collaborative learning activities for
Syawaludin, A., Gunarhadi, & Rintayati, P. young language learners. Educational
(2019). Development of augmented Technology Research and Development,
reality-based interactive multimedia to 69(2), 843–860.
improve critical thinking skills in https://doi.org/10.1007/s11423-020-
science learning. International Journal of 09893-z
Instruction, 12(4), 331–344. Yuliono, T., Sarwanto, S., & Rintayati, P.
https://doi.org/10.29333/iji.2019.124
(2018). The Promising Roles of
21a Augmented Reality in Educational
Tafonao, T. (2018). Peranan Media Setting: A Review of the Literature.
Pembelajaran Dalam Meningkatkan International Journal of Educational
Minat Belajar Mahasiswa. Jurnal Methodology, 4(3), 125–132.
Komunikasi Pendidikan, 2(2), 103. https://doi.org/10.12973/ijem.4.3.12
5

Development of Learning …− 21
Saleh, R, et al.

You might also like