Utilization of Augmented Reality Technology as an Interactive Learning Media

  • Muhammad Iqbal Qatrunada Departemen Sistem Informasi, Universitas Komputer Indonesia, Indonesia
  • Muhammad Fadhlih Sephia Harasta Departemen Sistem Informasi, Universitas Komputer Indonesia, Indonesia
  • Ismail Tosofu Departemen Sistem Informasi, Universitas Komputer Indonesia, Indonesia
Keywords: Augmented Reality, Learning Media, E-Learning

Abstract

This study discusses the use of augmented reality technology as an interactive learning medium. Innovative learning media at this time have a very important role in terms of improving the quality of learning. The main point in the use of information and communication technology, especially on mobile devices such as smartphones and android tablets which of course have camera features so that they can run augmented reality (AR) application technology. The purpose of this study was to analyze how the use of augmented reality technology in education midwives as an interactive learning medium that can support the learning process of students. This study uses qualitative research methods using data collection techniques through literature studies or commonly known as library research. In the research the results obtained are analytical descriptive because this research is a qualitative research. The results of this study are the application of information and communication technology in the form of augmented reality applications in the field of education as a learning medium that can help students in facilitating learning and creating a pleasant learning atmosphere.

References

[1] Elmunsyah, H., Hidayat, W. N., & Asfani, K. (2019). Interactive learning media innovation: Utilization of augmented reality and pop-up book to improve user’s learning autonomy. Journal of Physics: Conference Series, 1193(1).
[2] Vescio, V., Ross, D., & Adams, A. (2008). A review of research on the impact of professional learning communities on teaching practice and student learning. Teaching and Teacher Education, 24(1), 80–91
[3] Nashiroh, P. K., Kamdi, W., & Elmunsyah, H. (2017). The effectiveness of web-programming module based on scientific approach to train logical thinking ability for students in vocational high school. AIP Conference Proceedings, 1887.
[4] Napitupulu, D., Rahim, R., Abdullah, D., Setiawan, M. I., Abdillah, L. A., Ahmar, A. S., Simarmata, J., Hidayat, R., Nurdiyanto, H., & Pranolo, A. (2018). Analysis of Student Satisfaction Toward Quality of Service Facility. Journal of Physics: Conference Series, 954(1).
[5] Harandi, S. R. (2015). Effects of e-learning on Students’ Motivation. Procedia - Social and Behavioral Sciences, 181, 423–430.
[6] Sung, Y. T., Chang, K. E., & Liu, T. C. (2016). The effects of integrating mobile devices with teaching and learning on students’ learning performance: A meta-analysis and research synthesis. Computers and Education, 94, 252–275.
[7] M. Alfawareh, H., & Jusoh, S. (2014). Smartphones usage among university students: Najran University case. International Journal of Academic Research, 6(2), 321–326.
[8] Crescente, M. L., & Lee, D. (2011). Critical issues of m-learning: Design models, adoption processes, and future trends. Journal of the Chinese Institute of Industrial Engineers, 28(2), 111–123.
[9] Valk, J. H., Rashid, A. T., & Elder, L. (2010). Using mobile phones to improve educational outcomes: An analysis of evidence from Asia. International Review of Research in Open and Distance Learning, 11(1), 117–140.
[10] Sin, A. K., & Zaman, H. B. (2010). Live Solar System (LSS): Evaluation of an Augmented Reality book-based educational tool. Proceedings 2010 International Symposium on Information Technology - Visual Informatics, ITSim’10, 1.
[11] Billinghurst, M., & Dünser, A. (2012). Augmented reality in the classroom. Computer, 45(7), 56–63.
[12] Jawad, S., Habib, A., & Ali, B. (2015). Enhanced interactive learning using augmented reality. 17th IEEE International Multi Topic Conference: Collaborative and Sustainable Development of Technologies, IEEE INMIC 2014 - Proceedings, 272–276.
[13] Persefoni, K., & Tsinakos, A. (2015). Use of augmented reality in terms of creativity in school learning. CEUR Workshop Proceedings, 1450(September 2015), 45–53.
[14] Khoirudin, A., Hary, S., & Aji, P. W. (2016). Influential factors of students’ competence. World Transactions on Engineering and Technology Education, 14(3), 416–420.
[15] ermit Kaur, R. S., & Samli, C. (2014). Teacher readiness on ICT integration in teaching-learning: A Malaysian case Study. International Journal of Asian Social Science, 4(7), 874–885.
Published
2022-04-14
How to Cite
Iqbal Qatrunada, M., Fadhlih Sephia Harasta, M., & Tosofu, I. (2022). Utilization of Augmented Reality Technology as an Interactive Learning Media. International Journal of Research and Applied Technology (INJURATECH), 2(1), 188-195. https://doi.org/10.34010/injuratech.v2i1.6917