Implementation of the Multimedia Development Life Cycle (MDLC) in Solar System Application Design
Abstract
Augmented Reality (AR) technology has had an impact on changes in the world of education, especially improving the quality of education which has positively influenced the learning and teaching process, with the use of tools in education it has proven effective in improving the learning and teaching environment in the classroom and even changing the way we view education. This research aims to design a solar system application as an alternative AR-based learning media by integrating 3D models, animation and video to improve the learning experience of students, especially students of SDN Larangan 5 Tangerang. This is based on the lack of student learning experience, especially regarding the solar system material which is still lacking and not yet varied because so far SDN Larangan 5 has not used technology, especially AR technology in the learning process and still uses book texts and videos. This research used the Multimedia Development Life Cycle (MDLC) method and usability testing was carried out using the System Usability Scale (SUS) method with a total of 33 respondents with a test result of 78 which indicates the level of user satisfaction with the solar system application that has been tested on the respondents.
Downloads
References
C. W. Teoh, S. B. Ho, K. S. Dollmat, and C. H. Tan, “Ensemble-Learning Techniques for Predicting Student Performance on Video-Based Learning,” Int. J. Inf. Educ. Technol., vol. 12, no. 8, pp. 741–745, 2022, doi: 10.18178/ijiet.2022.12.8.1679.
A. Anggrawan, C. S. D. Syafitri, and C. Satria, “Developing Augmented Reality Learning and Measuring Its Effect on Independent Learning Compared to Traditional Learning,” TEM J., vol. 12, no. 2, pp. 975–987, 2023, doi: 10.18421/TEM122-44.
N. F. Saidin, N. D. A. Halim, and N. Yahaya, “A review of research on augmented reality in education: Advantages and applications,” Int. Educ. Stud., no. 13, pp. 1–8, 2015, doi: 10.5539/ies.v8n13p1.
S. Smith, D. Cobham, and K. Jacques, “The Use of Data Mining and Automated Social Networking Tools in Virtual Learning Environments to Improve Student Engagement in Higher Education,” Int. J. Inf. Educ. Technol., vol. 12, no. 4, pp. 263–271, 2022, doi: 10.18178/ijiet.2022.12.4.1614.
D. P. Kaur, A. Mantri, and B. Horan, “Enhancing student motivation with use of augmented reality for interactive learning in engineering education,” Procedia Comput. Sci., vol. 172, no. 2019, pp. 881–885, 2020, doi: 10.1016/j.procs.2020.05.127.
M. S. Chande, R. R. Khanwelkar, and P. A. Barve, “Synthesis of novel spiro compounds using anthrone and pyrazole-5-thione moieties: A Michael addition approach,” J. Chem. Res., vol. 111, no. 8, pp. 468–471, 2019, doi: 10.3184/030823407X237821.
J. Lee and J. M. Lim, “Factors Associated With the Experience of Cognitive Training Apps for the Prevention of Dementia: Cross-sectional Study Using an Extended Health Belief Model,” J. Med. Internet Res., vol. 24, no. 1, pp. 1–9, 2022, doi: 10.2196/31664.
C. B. De Lima, S. Walton, and T. Owen, “A critical outlook at augmented reality and its adoption in education,” Comput. Educ. Open, vol. 3, no. August, p. 100103, 2022, doi: 10.1016/j.caeo.2022.100103.
P. Blumenfeld, B. J. Fishman, J. Krajcik, R. W. Marx, and E. Soloway, “Creating usable innovations in systemic reform: Scaling up technology-embedded project-based science in urban schools,” Educ. Psychol., vol. 35, no. 3, pp. 149–164, 2000, doi: 10.1207/S15326985EP3503_2.
W. R. Penuel, B. J. Fishman, R. Yamaguchi, and L. P. Gallagher, “What makes professional development effective? Strategies that foster curriculum implementation,” Am. Educ. Res. J., vol. 44, no. 4, pp. 921–958, 2007, doi: 10.3102/0002831207308221.
A. T. Greenwood and M. Wang, Augmented reality and mobile learning: Theoretical foundations and implementation. 2018. doi: 10.4324/9781315296739.
Y. Chen, Q. Wang, H. Chen, X. Song, H. Tang, and M. Tian, “An overview of augmented reality technology,” J. Phys. Conf. Ser., vol. 1237, no. 2, 2019, doi: 10.1088/1742-6596/1237/2/022082.
E. D. Bazhenova, M. R. Ozenbayev, K. T. Janabayev, A. Z. Kurakbayeva, S. A. Sochin, and G. B. Galiyeva, “The Impact of Virtual Reality on Post-Compulsory Students’ Learning Outcomes: A Review with Meta-Analysis,” Int. J. Emerg. Technol. Learn., vol. 17, no. 16, pp. 209–221, 2022, doi: 10.3991/ijet.v17i16.31647.
Y. S. Pai, T. Dingler, and K. Kunze, “Assessing hands-free interactions for VR using eye gaze and electromyography,” Virtual Real., vol. 23, no. 2, pp. 119–131, 2019, doi: 10.1007/s10055-018-0371-2.
J. Ilić, M. Ivanović, and A. Klašnja-Milićević, “Effects of Digital Game-Based Learning in Stem Education on Students’ Motivation: a Systematic Literature Review,” J. Balt. Sci. Educ., vol. 23, no. 1, pp. 20–36, 2024, doi: 10.33225/jbse/24.23.20.
M. Akçayir, G. Akçayir, H. M. Pektaş, and M. A. Ocak, “Augmented reality in science laboratories: The effects of augmented reality on university students’ laboratory skills and attitudes toward science laboratories,” Comput. Human Behav., vol. 57, pp. 334–342, 2016, doi: 10.1016/j.chb.2015.12.054.
F. Arici, P. Yildirim, Ş. Caliklar, and R. M. Yilmaz, “Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis,” Comput. Educ., vol. 142, no. March, p. 103647, 2019, doi: 10.1016/j.compedu.2019.103647.
T. Vaughan, Multimedia: Making it Work, Eighth Edi. McGraw-Hill, 2011.
Luther and A.C, Authoring Interactive Multimedia. Boston: MA: AP Professional, 1994.
J. Brooke, “SUS : A Retrospective,” J. Usability Study, vol. 8, no. 2, pp. 29–40, 2020.
Copyright (c) 2024 International Journal of Science, Technology & Management
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.