BUKU DIGITAL BERBASIS MEDIA PEMBELAJARAN AR DAN PERMAINAN MAZE CHASE PADA MATERI MEDAN MAGNET

Penulis

  • Azar Zakaria Universitas Negeri Surabaya
  • Imam Sucahyo Universitas Negeri Surabaya
  • Mita Anggaryani Universitas Negeri Surabaya
  • Muhammad Satriawan Universitas Negeri Surabaya
  • Aang Gunaifi Universitas Negeri Surabaya

DOI:

https://doi.org/10.58917/ijpe.v4i1.130

Kata Kunci:

Augmented Reality, Buku Digital, Gamifikasi, Maze Chase, Medan Magnet

Abstrak

Penggunaan smartphone dalam pembelajaran fisika memberikan dampak positif dan menimbulkan masalah lain, salah satunya adalah penyalahgunaan gawai untuk kegiatan lain, seperti bermain game. Hal ini menyebabkan pembelajaran menjadi kurang efektif. Oleh karena itu, penelitian ini bertujuan untuk menghasilkan aplikasi berupa buku digital berbasis augmented reality dan gamifikasi untuk pembelajaran fisika untuk materi medan magnet. Penelitian ini mengikuti langkah-langkah pengembangan model ADDIE, yang meliputi analisis, desain, dan pengembangan. Data untuk pengembangan dikumpulkan melalui analisis konten fisika, media pembelajaran, dan analisis perangkat lunak yang terkait dengan augmented reality dan permainan Maze Chase. Lima orang pakar melakukan validasi terhadap media ajar yang dihasilkan. Setelah dikembangkan, media pembelajaran medan magnet berbasis augmented reality dan gamifikasi dihasilkan menjadi buku digital. Berdasarkan hasil validasi pakar, nilai CVR untuk semua aspek yang tervalidasi adalah 5, yang lebih besar dari CVR kritis yaitu 4. Dengan demikian, media pembelajaran yang dihasilkan valid dan layak untuk mendukung pembelajaran fisika SMA tentang medan magnet.

Referensi

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Aryanto, Pratama, M. H., & Putri, N. U. (2023). Increasing The Effectiveness of Electronic Physics Learning by Utilizing Extended Reality and Smart Virtual Technology Assistant as Interactive Media. Proceedings - 2023 International Conference on Networking, Electrical Engineering, Computer Science, and Technology, IConNECT 2023, 127–131. https://doi.org/10.1109/IConNECT56593.2023.10326769

Cano, S., Collazos, C. A., Aristizábal, L. F., & Moreira, F. (2017). Augmentative and alternative communication in the literacy teaching for deaf children. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics): Vol. 10296 LNCS. https://doi.org/10.1007/978-3-319-58515-4_10

Lai, J. W., & Cheong, K. H. (2022). Educational Opportunities and Challenges in Augmented Reality: Featuring Implementations in Physics Education. IEEE Access, 10, 43143–43158. https://doi.org/10.1109/ACCESS.2022.3166478

Maverick, J., Sulistio, D., Vancent, J., Prasetia, K., Despiadi, A., Gunawan, V., Andryani, N. A. C., & Alam, I. N. (2023). Game Technology Approach for Biology Education (Immune System) Delivery at Elementary Level. Proceeding - IEEE 9th Information Technology International Seminar, ITIS 2023. https://doi.org/10. 1109/ITIS59651.2023.10420203

Miranda, M., & Peinado, F. (2015). Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine. CEUR Workshop Proceedings, 1394(January), 13–23.

Mubarok, W., & Anugrah, S. (2024). Analisis Media Pembelajaran Berbasis Virtual Reality Melalui Pendekatan Steam Guna Meningkatkan Pemahaman Konsep Peserta Didik Sma. Al-Irsyad Journal of Physics Education, 3(2), 57–68. https://doi.org/10.58917/ijpe.v3i2.118

Nabil, H., Nasution, S. M., & Nugrahaeni, R. A. (2019). Comparison of Real Time Iterative Deepening Best First Search Algorithm and A∗ Algorithm on Maze Chase Game NPC. 2019 2nd International Seminar on Research of Information Technology and Intelligent Systems, ISRITI 2019, 85–90. https://doi.org/10.1109/ISRITI48646.2019.9034621

Putra, F. H., Michrandi Nasution, S., & Nugrahaeni, R. A. (2019). Comparison of A∗ Algorithm and Time Bounded A∗ Algorithm on Maze Chase Game NPC. 2019 2nd International Seminar on Research of Information Technology and Intelligent Systems, ISRITI 2019, 79–84. https://doi.org/10.1109/ISRITI48646.2019.9034566

Yurchenko, A., Khvorostina, Y., Shamonia, V., Soroka, M., & Semenikhina, O. (2023). Digital Technologies in Teaching Physics: An Analysis of Existing Practices. 2023 46th ICT and Electronics Convention, MIPRO 2023 - Proceedings, 666–671. https://doi.org/10.23919/MIPRO57284.2023.10159870

Zohro’Iyah, H., Nasution, S. M., & Nugrahaeni, R. A. (2019). Determining NPC Behavior in Maze Chase Game using Naïve Bayes Algorithm. 2019 2nd International Seminar on Research of Information Technology and Intelligent Systems, ISRITI 2019, 91–96. https://doi.org/10.1109/ISRITI48646.2019.9034640

Unduhan

Diterbitkan

2025-03-10

Cara Mengutip

Zakaria, A., Sucahyo, I. ., Anggaryani, M. ., Satriawan, M., & Gunaifi, A. . (2025). BUKU DIGITAL BERBASIS MEDIA PEMBELAJARAN AR DAN PERMAINAN MAZE CHASE PADA MATERI MEDAN MAGNET. Al-Irsyad Journal of Physics Education, 4(1), 43–55. https://doi.org/10.58917/ijpe.v4i1.130

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