The Augmented Reality Based Flashcards for Learning Heat and Thermodynamics in High School

Authors

  • Sardianto Markos Siahaan Departement of Physics Education, Faculty of Teacher Training and Education, Sriwijaya University, South Sumatra, Indonesia
  • Regita Elsa Putri Departement of Physics Education, Faculty of Teacher Training and Education, Sriwijaya University, South Sumatra, Indonesia

DOI:

https://doi.org/10.21009/1.10109

Keywords:

flashcards, augmented reality, physics learning

Abstract

The objective of this study is to create augmented reality flashcards for teaching heat and thermodynamics to 11th grade students. These flashcards will be used in the classroom during learning sessions for 11th grade science students. The work was executed utilizing the Alessi and Trollip methodology, which encompasses the stages of planning, design, and development. The data were obtained by means of expert validation and a response questionnaire. The findings indicated that the material had a validity rate of 92% and fell into the category of being highly valid. Similarly, the media had a validity rate of 86.95% and also fell into the highly valid category. Therefore, the product gets a validity rating of 89.47% and falls into a very valid category. The practicality score during the first stage of the beta test was 89.2%, with a specific focus on the practical category and a sample size of 4 students. In the second stage of the beta test, the practicality score decreased to 86.27%, with the same focus on the practical category but with a larger sample size of 10 students. The teacher's answer to the practical category yielded a score of 87%. Therefore, the flashcard product utilizing augmented reality for the subject of heat and thermodynamics in the 11th grade of high school could be used for learning purposes.

References

Agustian, N. and Salsabila, U.H. (2021). Peran Teknologi Pendidikan dalam Pembelajaran. ISLAMIKA, 3(1), pp.123–133. doi:https://doi.org/10.36088/islamika.v3i1.1047
Alimuddin, A., Juntak, J.N.S., Juenita, R.A.E., Murniawaty, I. and Wono, H.Y. (2023). Teknologi Dalam Pendidikan: Membantu Siswa Beradaptasi Dengan Revolusi Industri 4.0. Journal on Education, 5(4), pp.11777–11790.
Chaka, C. (2022). Is Education 4.0 a Sufficient Innovative, and Disruptive Educational Trend to Promote Sustainable Open Education for Higher Education Institutions? A Review of Literature Trends. Frontiers in Education, 7, p.824976. doi:https://doi.org/ 10.3389/feduc.2022.824976.
Chen, Y., Wang, Q., Chen, H., Song, X., Tang, H. and Tian, M. (2019). An overview of augmented reality technology. Journal of Physics: Conference Series, [online] 1237(2), p.022082. doi:https://doi.org/10.1088/1742-6596/1237/2/022082.
Chotimah, C. (2021). Flashcard as a Media to Motivate Students in Learning Vocabulary. Lingua, [online] 17(1), pp.67–75. doi:https://doi.org/10.34005/lingua.v17i1.1373.
Elmqaddem, N. (2019). Augmented Reality and Virtual Reality in Education. Myth or Reality? International Journal of Emerging Technologies in Learning (iJET), [online] 14(3), p.234. doi:https://doi.org/10.3991/ijet.v14i03.9289.
Escueta, M., Nickow, A.J., Oreopoulos, P. and Quan, V. (2020). Upgrading Education with Technology: Insights from Experimental Research. Journal of Economic Literature, 58(4), pp.897–996. doi:https://doi.org/10.1257/jel.20191507.
Escueta, M., Quan, V., Nickow, A.J. and Oreopoulos, P. (2017). Education Technology: An Evidence-Based Review. NBER: National Bureau of Economic Research, 23744, pp.1–102. doi:https://doi.org/10.3386/w23744.
Firmadani, F (2020). Media Pembelajaran Berbasis Teknologi Sebagai Inovasi Pembelajaran Era Revolusi Industri 4.0. KoPeN: Konferensi Pendidikan Nasional, 2(1), pp.93–97.
Fitriani, H., Imanda, R., Rahmi, A. and Nurmalinda, S. (2021). The development of flashcard learning media based on make a match on colloid. International Journal for Educational and Vocational Studies, 3(5), p.373. doi:https://doi.org/10.29103/ijevs.v3i5.6069.
Gudoniene, D. and Rutkauskiene, D. (2019). Virtual and augmented reality in education. Baltic Journal of Modern Computing, 7(2), pp.293–300. doi:https://doi.org/doi.org/10.22364/bjmc.2019.7.2.07.
Ikhbal, M. and Musril, H.A. (2020). Perancangan Media Pembelajaran Fisika Berbasis Android. Information Management For Educators And Professionals : Journal of Information Management, 5(1), pp.15–24. doi:https://doi.org/10.51211/imbi.v5i1.1411.
Karim, R.A., Adnan, A.H.M., Salim, M.S.A.M., Kamarudin, S. and Zaidi, A. (2020). Education Innovations through Mobile Learning Technologies for the Industry 4.0 Readiness of Tertiary Students in Malaysia. IOP Conference Series: Materials Science and Engineering, 917(1), p.012022. doi:https://doi.org/10.1088/1757-899x/917/1/012022.
Khotimah, H., Astuti, E.Y. and Apriani, D. (2019). Pendidikan berbasis teknologi (permasalahan dan tantangan). Prosiding Seminar Nasional Program Pascasarjana Universitas Pgri Palembang, pp.357–368.
Kuswinardi, J.W., Rachman, A., Taswin, M.Z., Pitra, D.H. and Oktiawati, U.Y. (2023). Efektivitas Pemanfaatan Aplikasi Augmented Reality (AR) dalam Pembelajaran di SMA: Sebuah Tinjauan Sistematis. Jurnal Review Pendidikan dan Pengajaran (JRPP), 6(3), pp.556–563. doi:https://doi.org/10.31004/jrpp.v6i3.19127.
Lin, C., McDaniel, M.A. and Miyatsu, T. (2018). Effects of Flashcards on Learning Authentic Materials: The Role of Detailed Versus Conceptual Flashcards and Individual Differences in Structure-Building Ability. Journal of Applied Research in Memory and Cognition, 7(4), pp.529–539. doi:https://doi.org/10.1016/j.jarmac.2018.05.003.
Lin, Y. and Yu, Z. (2023). A meta‐analysis of the effects of augmented reality technologies in interactive learning environments (2012–2022). Computer Applications in Engineering Education, 31(4), pp.1111–1131. doi:https://doi.org/10.1002/cae.22628.
Mahmudah, F.N. and Putra, E.C.S. (2021). Tinjauan pustaka sistematis manajemen pendidikan: Kerangka konseptual dalam meningkatkan kualitas pendidikan era 4.0. Jurnal Akuntabilitas Manajemen Pendidikan, 9(1), pp.43–53. doi:https://doi.org/10.21831/jamp.v9i1.33713.
Nistrina, K. (2021). Penerapan augmented reality dalam media pembelajaran. J-SIKA Jurnal Sistem Informasi Karya Anak Bangsa, 3(1), pp.1–5.
Permana, H., Bakri, F., Salsabila, I.H., Ambarwulan, D., Muliyati, D. and Sumardani, D. (2021). The Development of Augmented Reality Application to Explore Fluid Concepts. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 7(1), pp.53–60. doi:https://doi.org/10.21009/1.07106.
Pochtoviuk, S., Vakaliuk, T. and Pikilnyak, A. (2020). Possibilities of Application of Augmented Reality in Different Branches of Education. SSRN Electronic Journal. doi:https://doi.org/10.2139/ssrn.3719845.
Putriani, J.D. and Hudaidah, H. (2021). Penerapan Pendidikan Indonesia Di Era Revolusi Industri 4.0. Edukatif: Jurnal Ilmu Pendidikan, 3(3), pp.830–838.
Rahman, M.A., Faisal, R.R. and Tho, C. (2023). The Effectiveness of Augmented Reality Using Flash Card in Education to Learn Simple English Words as a Secondary Language. Procedia computer science, 227, pp.753–761. doi:https://doi.org/10.1016/j.procs.2023.10.580.
Seetohul, J., Shafiee, M. and Sirlantzis, K. (2023). Augmented Reality (AR) for Surgical Robotic and Autonomous Systems: State of the Art, Challenges, and Solutions. Sensors, [online] 23(13), p.6202. doi:https://doi.org/10.3390/s23136202.
Setyawan, P. and Ibrahim, M. (2019). Pengembangan Media Flashcard Berbasis Pictorial Riddle Pada Materi Plantae Untuk Meningkatkan Motivasi dan Pemahaman Konsep Siswa SMA/MA Kelas X. Berkala Ilmiah Pendidikan Biologi (BioEdu), 8(2). doi:https://doi.org/10.31004/edukatif.v3i3.407.
Siahaan, S.M., Patriot, E.A., Scristia, S., Helen, H., Kalsum, U. and Putri, R.E. (2023). The Validity and Practicality of Augmented Reality-Based Media Development on Science Matter. Jurnal Pendidikan MIPA, 24(4), pp.717–729. doi:https://doi.org/10.23960/jpmipa/v24i4.pp717-729.
Soutthaboualy, T., Chatwattana, P. and Piriyasurawong, P. (2022). Interactive Augmented Reality Technology via Blended Instruction Lesson on Cloud. Higher Education Studies, 12(3), p.9. doi:https://doi.org/10.5539/hes.v12n3p9.
Umachandran, K., Corte, V.D., Amuthalakshmi, P., Ferdinand-James, D., Said, M.M.T., Sawicka, B., del Gaudio, G., Mohan, T.R., Refugio, C.N., Aravind, V.R. and Jurcic, I. (2019). Designing Learning-Skills towards Industry 4.0. World Journal on Educational Technology: Current Issues, 11(2), pp.12–23.
Winda, F.N., Sunaryo, S. and Fitri, U.R. (2023). Pengembangan Lembar Kerja Peserta Didik (Lkpd) Berbantuan Augmented Reality (Ar) Pada Materi Termodinamika. Lontar Physics Today, 2(1), pp.34–38. doi:https://doi.org/10.26877/lpt.v2i1.14653.
Ying, Y., Marchelline, D. and Wijaya, G. (2021). Using Technology-Flashcard to Encourage Students Learning Mandarin. Journal of Physics: Conference Series, 1764(1), p.012138. doi:https://doi.org/10.1088/1742-6596/1764/1/012138.

Downloads

Published

2024-06-10

How to Cite

Siahaan, S. M., & Putri, R. E. (2024). The Augmented Reality Based Flashcards for Learning Heat and Thermodynamics in High School. Jurnal Penelitian & Pengembangan Pendidikan Fisika, 10(1), 99–108. https://doi.org/10.21009/1.10109

Similar Articles

<< < > >> 

You may also start an advanced similarity search for this article.