Markamah, Nisaun
Lembaga Penelitian dan Pengabdian Masyarakat (LP2M), Universitas Negeri Semarang

Published : 2 Documents

Found 2 Documents

Jurnal Abdimas Vol 22, No 1 (2018): Juni 2018
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LP2M), Universitas Negeri Semarang

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Currently, the utilization of information and communication technology has penetrated intoallsectors oflife.An example of utilization information and communication technology in education is E-learning.The use of e-learning will facilitate students and teachers in the learning process. The purposes of this work are: to givean explanationof Edmodo utilizationinlearningprocess and to provide knowledge on how to apply the features in Edmodo to facilitate the learning process.The target for this devotion is the teachers at SMK NU Ungaran.The methods used in this devotion are lectures and discussions, guidance and training.Lecture and discussion methods are used to convey information relating to Edmodos theory.Guidance and training are used to directly practice the result of the learned theories.The results that have been achieved in this training are: teachers have understood the role of Edmodo in the learning process and they are able to apply the features that exist in Edmodo to facilitate the learning process.
The Effectiveness of Augmented Reality App to Improve Students Achievement in Learning Introduction to Animals Markamah, Nisaun; Subiyanto, Subiyanto; Murnomo, Agus
Journal of Education and Learning (EduLearn) Vol 12, No 4: November 2018
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (315.12 KB) | DOI: 10.11591/edulearn.v12i4.9334


In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animals introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animals video. 3D based learning makes it easy for students to visualize learning materials and video-based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students were divided into two groups participated in the learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.