Development Of Social Studies Learning Media Based On Augmented Reality (AR) As A Historical Literacy Medium

Main Article Content

Rizal Akbar Darmawan
Muhamad Parhan

Abstract

This research aims to shape the development of creative teacher skills in combining Augmented Reality (AR) learning media through the Metaverse approach with the Augmented Reality learning method in Social Studies Class VII learning. The development of Augmented Reality AR Media through the Metaverse approach is an innovative learning media device that combines education and technology, so as to create students and teachers who can keep up with technological developments. The Metaverse project has relevance to the changing digital era, this must be optimized so that the presence of the Metaverse can be utilized especially to achieve maximum learning outcomes. IPS subjects at the junior high school level certainly help teachers to explain the material. In social studies subjects there are several combinations of social sciences. This research approach uses a quantitative research approach to quasi-experimental methods. The research location is a junior high school in the city of Bandung with representatives from one school. Namely SMPN 1 Bandung. Of course the results of this study look at how effective augmented reality media is in social studies learning to shape the development of creative skills.

Article Details

How to Cite
Akbar Darmawan, R., & Parhan, M. (2023). Development Of Social Studies Learning Media Based On Augmented Reality (AR) As A Historical Literacy Medium. Journal on Education, 6(1), 5544-5553. https://doi.org/10.31004/joe.v6i1.3740
Section
Articles

References

Aditama, P. W., Adnyana, I. N. W., & Ariningsih, K. A. (2019). Augmented Reality dalam Multimedia Pembelajaran. Prosiding Seminar Nasional Desain Dan Arsitektur, 2, 176–182.
Chen, Y., Wang, Q., Chen, H., Song, X., & Tang, H. (2019). An overview of augmented reality technology An overview of augmented reality technology. https://doi.org/10.1088/1742-6596/1237/2/022082
Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in education. Myth or reality? International Journal of Emerging Technologies in Learning, 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289
Fajar, A., Putra, A. D., & Surahman, A. (2021). APLIKASI PENGENALAN PERANGKAT KERAS KOMPUTER BERBASIS ANDROID MENGGUNAKAN AUGMENTED REALITY ( AR ). 2(2), 24–31.
Jurnal Ilmiah Sekolah Dasar, 4(1), 9. https://doi.org/10.23887/jisd.v4i1.2373
Kurnia, D. (2016). Penggunaan Media Kartu Kwartet Untuk Meningkatkan Hasil Belajar Siswa Pada Materi Peninggalan Sejarah Hindu-Buddha Di Indonesia Dalam Mata Pelajaran Ips. Jurnal Pena Ilmiah, 1(1), 481–490.
Lubis, A. H., & Dasopang, M. D. (2021). Pengembangan Buku Cerita Bergambar Berbasis Augmented Reality untuk Mengakomodasi Generasi Z. June 2020. https://doi.org/10.17977/jptpp.v5i6.13613
Nurrita, T. (2018). Pengembangan Media Pembelajaran Untuk Meningkatkan Hasil Belajar Siswa. MISYKAT: Jurnal Ilmu-Ilmu Al-Quran, Hadist, Syari’ah Dan Tarbiyah, 3(1), 171. https://doi.org/10.33511/misykat.v3n1.171
Reality dengan Metaverse An Improvement on Competence of SMKN 1 Labang Bangkalan Educators by Creating Augmented Reality Learning Media Using Metaverse. 4(1), 52–59.
Riskiono, S. D., & Susanto, T. (2020). Augmented reality sebagai Media Pembelajaran Hewan Purbakala.
Sari, K., Ningsih, P. R., Ramansyah, W., Siradjuddin, I. A., & Sophan, M. K. (2020). Pengembangan Kompetensi Guru SMKN 1 Labang Bangkalan melalui Pembuatan Media Pembelajaran Augmented
Suroiya, M., & Prasetya, S. P. (2021). Pengembangan Media Pembelajaran Augmented Reality Pada Materi Peninggalan Kerajaan Hindu-Budha di Indonesia. SOSEARCH: Social Science Educational Research, 1(2), 93–104.
Vebrianto, R., Thahir, M., Putriani, Z., Mahartika, I., Ilhami, A., & Diniya. (2020). Mixed Methods Research: Trends and Issues in Research Methodology. Bedelau: Journal of Education and Learning, 1(2), 63– 73. https://doi.org/10.55748/bjel.v1i2.35
Wahid, A. (2018). Pentingnya Media Pembelajaran dalam Meningkatkan Prestasi Belajar. Istiqra, 5(2), 1– 11.
Wahyuni, S. (2020). Penerapan Media Flash Card untuk Meningkatkan Hasil Belajar Tema “Kegiatanku.”