Desain Aplikasi Pembelajaran Perangkat Jaringan Berbasis Augmented Reality Dengan Gamification Model Canvas
Abstract
Abstrak Peranan materi pembelajaran dan cara penyajian materi pembelajaran dituntut untuk dapat menyesuaikan segala lini teknologi informasi. AR hadir sebagai jembatan pengetahuan virtual terhadap objek asli materi pembelajaran dapat lebih interaktif dengan disajikan menggunakan visualisasi nyata. Serious game dan taksonomi bloom merupakan salah satu bentuk evaluasi pemahaman peserta didik terhadap sajian materi pembelajaran. Materi pembelajaran pengenalan perangkat jaringan komputer merupakan materi pembelajaran umum yang sangat dibutuhkan pada zaman ini baik pelajar menengah, perguruan tinggi maupun masyarakat umum. Hal ini dikarenakan segala informasi yang beredar melalui media digital, sehingga pengetahuan jaringan komputer adalah penting. Namun masalah yang dihadapi adalah model penyampaian materi pengenalan perangkat dan jaringan komputer masih terbatas pada modul atau buku ajar tekstual, pemahaman serta keterampilan terbatas pada praktik secara langsung, permasalahan perkembangan teknologi pembelajaran berbasis learning dan penggunaan aplikasi mobile. Oleh karena itu dibutuhkan sebuah model materi pengenalan perangkat jaringan komputer menggunakan taksonomi bloom berbasis augmented realit. Dengan tujuan agar tercipta sebuah model materi pembelajaran interaktif yang tidak terbatas, aktual, mengasah keterampilan dan kemampuan melalui AR, serta disajikan dalam bentuk seperti asli berbasis augmented reality. Hasil model yang dibuat diharapkan mampu menjadi solusi pendidikan diera industri 4.0, dan dapat diterapkan mulai dari tingkat menengah maupun tingkat perguruan tinggi serta masyarakat umum. Selanjutnya, penelitian dilakukan melalui beberapa tahapan yaitu: (1) Studi literature serious game, augmented reality, serta perangkat jaringan komputer. (2) Studi kebutuhan pembelajaran perangkat jaringan komputer dengan menggunakan GMC (Gamification Model Canvas). (3) Pemodelan alur pembelajaran, konten materi, berdasarkan silabus. (4) Membuat rancangan aset 2D dan 3D sebagai landasan pembuatan materi pembelajaran. (5) Membuat rancangan proses pembelajaran yang menerapkan aplikasi serta modul. Hasil penelitian ini adalah prototype materi pembelajaran interaktif yang mampu memfisualisasikan bentuk nyata perangkat dan mempelajarinya tanpa harus memiliki atau menyentuh bentuk aslinya. Kata kunci: serious game, AR, taksonomi bloom, GMC, perangkat jaringan komputer Abstract [Augmented Reality Based Network Device Learning Application Design with Gamification Model Canvas] The role of learning materials and the way of presenting learning materials are required to be able to adapt all lines of information technology. AR is present as a bridge of virtual knowledge of original objects, learning materials can be more interactive by being presented using real visualizations. Serious game and bloom taxonomy are a form of evaluating students' understanding of the presentation of learning material. Learning material for the introduction of computer network devices is general learning material that is very much needed at this time, both for middle students, universities and the general public. This is because all the information circulating through digital media, so knowledge of computer networks is important. However, the problems encountered are that the delivery model for introducing device introduction material and computer networks is still limited to textual modules or textbooks, understanding and skills are limited to hands-on practice, problems with the development of learning-based learning technology and the use of mobile applications. Therefore we need a material model for introducing computer network devices using augmented reality-based bloom taxonomy. With the aim of creating an interactive learning material model that is unlimited, actual, hones skills and abilities through AR, and is presented in an original form based on augmented reality. The results of the model created are expected to be an educational solution in the industrial era 4.0, and can be applied starting from the secondary level and the tertiary level as well as the general public. Furthermore, the research was carried out through several stages, namely: (1) Literature study of serious games, augmented reality, and computer network devices. (2) Study of the learning needs of computer network devices using GMC (Gamification Model Canvas). (3) Modeling learning flow, material content, based on the syllabus. (4) Designing 2D and 3D assets as the basis for making learning materials. (5) Designing a learning process that applies applications and modules. The results of this study are prototypes of interactive learning materials that are able to visualize the real form of the device and study it without having to own or touch the original form. Keywords: serious game, AR, bloom taxonomy, GMC, computer network deviceDownloads
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