THESIS
Sunita Indira
IDN.4173111076
Bilingual Mathematics Education Study Program
DEPARTMENT OF MATHEMATICS
FACULTY OF MATHEMATICS AND SCIENCE
MEDAN
OCTOBER 2021
Thesis:
Approved by:
Thesis Supervisor,
Acknowledge by:
Mathematics Department Bilingual Program
Head, Coordinator,
Saya menyatakan dengan sebenarnya bahwa naskah skripsi ini adalah hasil
karya saya sendiri, dan semua sumber, baik yang dikutip maupun dirujuk dalam
naskah telah saya nyatakan dengan benar dalam sumber kutipan dan daftar
pustaka.
Apabila di kemudian hari diketahui dan dapat dibuktikan bahwa ternyata
di dalam naskah skripsi ini terdapat unsur-unsur jiplakan atau plagiasi maka saya
bersedia jika skripsi ini dibatalkan serta diproses sesuai dengan peraturan
perundang-undangan yang berlaku (UU No. 20 Tahun 2003, pasal 25 ayat 2 dan
pasal 70).
Medan, 24 Januari 2022
Yang menyatakan,
Sunita Indira
NIM.4173111076
ii
HALAMAN PERSETUJUAN PUBLIKASI TUGAS AKHIR SKRIPSI
UNTUK KEPENTINGAN AKADEMIS
Sebagai sivitas akademik Universitas Negeri Medan, saya yang bertanda
tangan di bawah ini:
Sunita Indira
NIM.4173111076
iii
BIOGRAPHY
Science.
iv
ABSTRACT
Sunita Indira, IDN.4173111076 (2021), The Development of Android-Based
Augmented Reality Learning Media for Three Dimensional Curved Surface.
The objective of this study are developing the valid Augmented Reality
(AR) learning media in Android platform for three dimensional curved surface
and getting the students responses. This study was using the type of Research and
Development (R&D) with the ADDIE model ( Analysis, Design, Development,
Implementation, Evaluation). The data collection technique was using the
questionnaire, which used to validating the media and getting the students
responses. The validation was obtained from lecturer in State University of Medan
as the material experts and media experts. The media have been implement to the
students in the 3rd grade of SMP Negeri 35 Medan. The result of this study show
that the AR learning media is the very valid learning media in accordance to the
total score percentage of material experts (81,25%) and media experts (82,14%).
The students was responsing that the AR learning media in excelent category in
accordance to the total score percentage of students responses (85,88%).
Therefore, based on the validation, the validity of the android-based augmented
reality learning media for three dimensional curved surface has been tested.
v
PREFACE
Alhamdulillahirabbil’alamin, praise and gratitude toward the almighty God
for the abundance of grace and guidance, so that the thesis which about ― The
Development of Android-based Augmented Reality learning media for Three
Dimensional Curved Surface‖ can be complete.
This thesis is submitted in fulfillment of the requirements for the Bachelor
Degree of Education (S1) in Mathematics Department at State University of
Medan. To finish this thesis, the author recognize has obstacles and difficulties
encountered but assistance, encouragement and guidance from many, this task can
be completed in time.
The author give thanks to the followings for every valuable time was that
was dedicate to help author during the data gathering, processing and writing of
this thesis
1. My father, alm. Ir. H. Surya Jaya who always give the author motivation,
advices and love till the end of his life; My mother, Eliyanita Panjaitan S.H.
who always supporting, loving, and praying for the author; My lovely
brother Muhammad Rizki Utama S.E. and Muhammad Rafa.
2. Mr. Dr. Syamsul Gultom, S.KM., M.Kes., as a rector of Universitas Negeri
Medan.
3. Mrs. Prof. Dr. Fauziyah Harahap, M.Si., as the dean of faculty of
mathematics and science, Universitas Negeri Medan.
4. Mr. Dr. Pardomuan Sitompul, M.Sc., as the head of the mathematics
department and Mr. Lasker Pangarapen Sinaga, M.Sc., as the secretary of
the mathematics department.
5. Mrs. Dr. Ely Djulia, M.Pd., as the bilingual program coordinator.
6. Mrs. Dr. Nurhasanah Siregar, S.Pd., M.Pd., as the lead of mathematics
education study program.
7. My Thesis Supervisor, Mr. Mangaratua M. Simanjorang M.Pd., P.hD. and
my Academic Supervisor Dr. E. Elvis Napitupulu, M.S.
8. My Thesis Examiner Mr. Prof. Dr. Asmin, M.Pd., Mr. Dr. Edy Surya, M.Si.
and Ms. Glory Indira D. Purba, S.Si., M.Pd.
vi
9. My validator Ms. Elfitra, S.Pd., M.Si. and Mr. Kairuddin, S.Si., M.Pd.
10. Mr. Drs. Bowonaso Lahagu, M.M. and Mr. Walhinson Saragih S.Pd as a
headmaster and mathematics teacher of SMP Negeri 35 Medan. and
students in class IX-8 class of SMP Negeri 35 Medan.
11. My gang of Telur Gulung Putar 2.0 that is Rizkia Putri Aditia Pohan,
Zilmiah Adnan and Hadijah Nur Islami Siregar who always support, loving
and helping the author during college and until the completion of the thesis.
12. My bestfriend Muhammad Azizan Faturrahman who always supporting,
accompanying and loving the author and his parents Mr. Abdul Aziz and
Ms. Eleonara Sri Agustina who has helped author’s family a lot
13. My classmates of Bilingual Mathematics Education that is Kevin, Ezra,
Vira, Ica, Apit, Enok, Sri, Pero, Paula, Tiffany, Safira, Kiran, Etha and Adil.
14. My boarding house friends that are Dita, Faizri, Anggi, Dinda, Diah, Indah,
Ica, Putri and Bulek who always help and loving the author.
15. Senior, sister Atikah Zikry and brother Latif Irfan who has helped the author
in doing the thesis.
16. Author’s friends that are Sara, Wulan, Puput, Nia, Nicky, Husna, Titi, Zul,
Sindi, Syafrina, Veronika, Anastasya, Januarizkah, Egi, Eunike, Ashal,
Affan, Hawari, Daffa, Husni who has motivating the author to finishing the
thesis.
17. The member of HMJ-MAT in 2019-2020 period, the member of
Matematika Fair 2020 Organizing commitee, and the member of HMI who
have been give a lot of knowledge and experience to the author.
vii
The researcher have been try to do the best in completing this thesis, but
realizing there are some imperfections. Therefore, the researcher asks for the
building comments and suggestions in order to reach the perfection of this thesis.
The researcher wishes that this thesis would be use to be a basis for developing
better learning media.
Medan, 24th January 2022
Author,
Sunita Indira
ID.4173111076
viii
LIST OF CONTENT
page
APPROVAL SHEET ................................................................................ i
HALAMAN PERNYATAAN ORISINALITAS .................................... ii
HALAMAN PERSETUJUAN PUBLIKASI .......................................... iii
BIOGRAPHY ............................................................................................ iv
ABSTRACT ............................................................................................... v
PREFACE .................................................................................................. vi
LIST OF CONTENT ................................................................................ ix
LIST OF FIGURE .................................................................................... xii
LIST OF TABLE ...................................................................................... xv
CHAPTER I INTRODUCTION ........................................................ 1
1.1 Background of Study ............................................... 1
1.2 Problem Identification ............................................. 3
1.3 Scope of study.......................................................... 4
1.4 Research Question ................................................... 4
1.5 Research Objective .................................................. 4
1.6 Research Benefit ...................................................... 4
1.7 Operational Definition ............................................. 5
CHAPTER IILITERATURE REVIEW ................................................. 7
2.1 Theoritical Framework ............................................ 7
2.1.1 Learning Media ..................................................... 7
2.1.1.1 Benefits and Function of Learning Media .......... 8
2.1.1.2 Types of Learning Media .................................... 10
2.1.2 Augmented Reality ................................................ 11
2.1.2.1 The Component of Augmented Reality .............. 13
2.1.2.2 The History of Augmented Reality ..................... 14
2.1.2.3 Augmented Reality Methods .............................. 15
2.1.2.4 Augmented Reality in Education ........................ 16
2.1.3 Android.................................................................. 17
2.1.4 Geometry ............................................................... 19
ix
2.1.4.1 Plane Shape / 2-Dimensional Shape ................... 19
2.1.4.2 Solid Shape / 3-Dimensional Shape .................... 24
2.1.5 The Development of Learning Media Based
Augmented Reality ................................................ 32
2.1.6 The Development of Learning Media ................... 35
2.1.7 Validation .............................................................. 37
2.1.8 Student’s Responses Questionnaire ...................... 38
2.2 Relevant Research ................................................... 38
2.3 Conceptual Framework ............................................ 42
CHAPTER III RESEARCH METHODOLOGY ................................ 44
3.1 Location and Time Research ................................... 44
3.2 Type of Research ..................................................... 44
3.3 Subject and Object of Research ............................... 44
3.4 Research Design ...................................................... 44
3.5 Data Collection Technique ...................................... 45
3.6 Research Instrument ................................................ 45
3.7 Research Procedure ................................................. 47
3.8 Data Analysis Technique ......................................... 49
CHAPTER IV RESULT AND DISCUSSION ..................................... 52
4.1 Result ........................................................................ 52
4.1.1 Analysis Phase ....................................................... 52
4.1.2 Design Phase .......................................................... 53
4.1.2.1 Goal Formulation of Developing Learning
Media .................................................................. 53
4.1.2.2 Flowchart Making ............................................... 54
4.1.2.3 Collecting Design Objects .................................. 55
4.1.3 Development Phase ............................................... 56
4.1.3.1 Learning Media Creation .................................... 56
4.1.3.2 Validation of Learning Media ............................ 76
4.1.4 Implementation Phase ............................................ 79
4.1.5 Evaluation Phase .................................................... 81
x
4.1.5.1 The Result of Media Experts’ Validation ........... 81
4.1.5.2 The Result of Material Experts’ Validation........ 83
4.2 Discussion ................................................................. 87
4.2.1 The Development of Android-based Augmented
Reality Learning Media for Three Dimensional
Curved Surface ...................................................... 87
4.2.2 Students response of Android-based Augmented
Reality Learning Media for Three Dimensional
Curved Surface ...................................................... 88
CHAPTER V CONCLUSION AND SUGGESTION ........................ 89
5.1 Conclusion ................................................................ 89
5.2 Suggestion................................................................. 89
BIBLIOGRAPHY ..................................................................................... 90
Appendix 1.Instrument Validation for Media Expert ................................ 94
Appendix 2.Instrument Validation for Material Expert ............................. 97
Appendix 3.Instrument for Students response ........................................... 100
Appendix 4.Flowchart ................................................................................ 103
Appendix 5.Validation of Material Expert I .............................................. 104
Appendix 6.Validation of Material Expert II ............................................. 107
Appendix 7.Validation of Media Expert I.................................................. 110
Appendix 8.Validation of Media Expert II ................................................ 114
Appendix 9.Response Letter ...................................................................... 118
xi
LIST OF FIGURE
Page
Figure 2.1 Dale’s Cone of Experience 8
Figure 2.2 Diagram Types of Teaching and Learning Media 10
Figure 2.3 The one most populer recent example of AR 11
Figure 2.4 Microsoft Hololens Headset Hardware 12
Figure 2.5 Paul Milgram’s reality–virtuality continuum 13
Figure 2.6 Depict of major layer and application module of an AR 14
application
Figure 2.7 Sample of Android Marker 16
Figure 2.8 Students using AR to explore a digital hologram of a
volcano via Google Expeditions 17
Figure 2.9 Equilateral triangle 20
Figure 2.10 Isosceles triangle 20
Figure 2.11 Right angled triangle 20
Figure 2.12 Scalene triangle 21
Figure 2.13 Square 21
Figure 2.14 Rectangle 21
Figure 2.15 Rhombus 22
Figure 2.16 Parallelogram 22
Figure 2.17 Kite 22
Figure 2.18 Trapezoid 23
Figure 2.19 Isosceles Trapezoid 23
Figure 2.20 Circle 23
Figure 2.21 Ellipse 24
Figure 2.22 Example of Prism 25
Figure 2.23 Example of Pyramid 25
Figure 2.24 Cylinder 26
Figure 2.25 Cylinder and surfaces plane of the cylinder 26
Figure 2.26 Coordinate of the function ( ) 27
Figure 2.27 Rotation of the function ( ) to the y-axis 27
xii
Figure 2.28 Cone 28
Figure 2.29 Net of cone 29
Figure 2.30 Cone’s curved with height and radius 29
Figure 2.31 Sphere 30
Figure 2.32 Sphere diagram 31
Figure 2.33 Make the 3D object 32
Figure 2.34 Saving the 3D object file into the library 33
Figure 2.35 Rating for marker in vuforia 33
Figure 2.36 Saving the marker from vuforia 34
Figure 2.37 Input marker and object in unity 34
Figure 2.38 The steps to rendering the virtual object in the real life 35
Figure 3.1 Procedure of ADDIE models 48
Figure 4.1 Making cone in Blender 3D 56
Figure 4.2 Making net’s of cone in Blender 3D 57
Figure 4.3 Making cylinder in Blender 3D 57
Figure 4.4 Making net’s of cylinder in Blender 3D 58
Figure 4.5 Making 3D object of sphere 59
Figure 4.6 Export into 3D model 59
Figure 4.7 Triangular prism inside cylinder 60
Figure 4.8 Import object triangular prism inside cylinder into 3D 60
model
Figure 4.9 Marker in vuforia 61
Figure 4.10 Lisence 61
Figure 4.11 Imported component into unity 62
Figure 4.12 Main menu scene 62
Figure 4.13 AR menu scene 63
Figure 4.14 Cylinder menu scene 63
Figure 4.15 Cylinder volume scene 64
Figure 4.16 Cone menu scene 64
Figure 4.17 Cone’s volume scene 65
Figure 4.18 Sphere menu scene 65
xiii
Figure 4.19 Sphere’s volume scene 66
Figure 4.20 Animation coding I 66
Figure 4.21 Animation coding II 66
Figure 4.22 Coding button playback video 67
Figure 4.23 Codding move scene button 68
Figure 4.24 Main menu 69
Figure 4.25 Basic competence/competence indicator 69
Figure 4.26 Material 70
Figure 4.27 Sub menu of material 70
Figure 4.28 About 71
Figure 4.29 Instruction 71
Figure 4.30 AR camera sub menu 72
Figure 4.31 Sub menu of cone 72
Figure 4.32 Animation of cone 73
Figure 4.33 Animation of cylinder 73
Figure 4.34 Video of cone 74
Figure 4.35 Cylinder volume approachment 74
Figure 4.36 Surface area of sphere animation 75
Figure 4.37 Volume of sphere animation 75
Figure 4.38 Material display before revision 76
Figure 4.39 Material display after revision 77
Figure 4.40 Volume of sphere before revision 77
Figure 4.41 Volume of sphere after revision page 1 78
Figure 4.42 Volume of sphere after revision page 2 78
Figure 4.43 Text before revision 79
Figure 4.44 Text after revision 79
xiv
LIST OF TABLE
Page
Table 2.1 Android version 18
Table 3.1 Indicators of instrument for media expert 46
Table 3.2 Indicators of instrument for material expert 46
Table 3.3 Indicators of instrument for student’s responses 47
Table 3.4 Convertion of validation data percentage into qualitative 50
Table 3.5 Convertion of student’s responses data percentage into
qualitative 51
Table 4.1 Menu structure of AR learning media 54
Table 4.2 Students comments and suggests 80
Table 4.3 The result of media experts’ validation 81
Table 4.4 The result of material experts’ validation 83
Table 4.5 The result of student responses 85
xv
CHAPTER I
INTRODUCTION
more interactive and fun (Mustaqim, 2016:9). But until now, people's knowledge
about Augmented Reality technology are still very low (Mustaqim, 2017:37).
Based on the results of observations already done, SMP Negeri 35 Medan
is trying to improve the quality of learning, especially in the form of learning
media that can be used during online learning and so on. One of the things that
has been done is to start using smartphones in the learning process, for example
Android phone, where smartphones can be a medium for delivering learning
material during the online learning process, such as through the Whatsapp and
Google Classroom applications. However, this is not optimal, because students
are not very interested in the applications used and students feel lazy and bored
during online learning. So we need a media development that can help students
during the online learning process.
Based on the background above, this study will develop valid learning
media using Augmented Reality technology on the Android Platform for
geometric materials, especially for three dimensional curved surface. The final
objective of this research is to find out how students respond to the learning media
that has been developed.
1.2 Problem Identification
Based on the explanation above, below are the list of problems that are
identified in this research:
1. Lack of teacher in online learning skills and the limited carrying capacity
of existing infrastructure in students domicile
2. The delivery of material was not very clear and the monotonous class
causes students to feel bored during the online learning
3. Students have difficulty in visualizing and constructing geometric spatial
shapes
4. Needed the learning media to help students understand the material and to
visualize the shape of a mathematical space
5. People's knowledge about Augmented Reality technology are still very
low
4
2. Mathematics teacher
For mathematics teacher, this research may help delivering the material to
improve the student’s knowledge of three dimensional curved surface
3. Student
For student, this research may help in learning process with the
constructivism approachment in three dimensional curved surface
4. The other reseacher
For the other researcher, this research may be the reference fot the similar
research and be the motivation to develop the better learning media.
1.7 Operational Definition
Operational definition in this research refers to a detailed explanation of
terminology used in this research. Defining the terms is intended to reduce the risk
of inconsistency and might provide a different understanding for the reader.
Below are the definition of the terms used in this research, namely:
1. Learning media is the media are tools, methods, and techniques used to
streamline communication and interest between teachers and students in
the education and learning process at school
2. Augmented Reality (AR) is a way of viewing the real world (either
directly or via a device such as a camera creating a visual of the real
world) and ―augmenting‖ that realworld visual with computer-generated
input such as still graphics, audio, or videos.
3. Android is a mobile technology platform that provides phone, tablets, and
other handheld and mobile device (even netbooks) with the power and
portability of the Linux operating system,the reliability and portability of
standard high level languages and APIs and a broad ecosystem of useful
applications
4. Development of Learning Media is a series of process or activity which is
done to produce a learning devices based on existing development theory
6
5. Valid learning media is the learning media that it’s material should be
based on state of the art knowledge (content validity) and all components
consistently linked to each other (construct validity).
CHAPTER II
LITERATURE REVIEW
7
8
experience, like doing the learning process directly in real life or with the media
that close to the real life.
McKown (in Miftah, 2013:100) in his book "Audio Visual Aids To
Instruction" suggests four functions of media. The four functions are as follows.
(a) changing the focus of formal education, which means that with learning
media that was previously abstract to be concrete, learning from
theoretical to practical functions.
(b) to generate learning motivation, in this case the media becomes extrinsic
motivation for students, because the use of learning media becomes more
attractive and focuses the students' attention.
(c) provide clarity, so that the learners' knowledge and experience can be
clearer and easier to understand, the media can clarify this.
(d) To stimulate learning, especially the curiosity of students. Curiosity needs
to be stimulated so that there is always a sense of curiosity which must be
fulfilled through the provision of the media.
In line with those function, learning media may function as a tool of
delivering material from the teacher to the student in learning process. Base on
such function, the usage of learning media in teaching and learning process may
provide some benefit such as:
(a) Media that are attractive to students can help teachers get attention and
maintain student interest in the theories and concepts discussed. In
electronic media such as youtube, films, and music, students can see
theories and concepts in action. In a more than figurative sense, theories
and concepts leap from the screen.
(b) The use of media can hone students' skills in analyzing the media using the
theories and concepts being learned,
(c) The use of media in the classroom allows students to see new concepts and
examples while watching television, listening to music, or being in the
cinema with friends,
10
(d) Media can provide new experiences to students, especially if the media is
very different from the local environment (
https://serc.carleton.edu/49639).
2.1.1.2 Types of Learning Media
There are several types of learning media that is used in learning process.
According to Precious Dube (2019:410), below are the classification of learning
media:
(a). Visual, include illustrated books, pictures, photographs, flashcards, charts,
maps, posters, displays, self-instruction elements, flip books, bulletins,
magnetic panels, flannel graphs, dioramas, drawings, mock-ups, film
strips, slides, transparencies, silent films, chalkboards and drawings.
(b). Audio, include radio, language laboratories, tape and disk recording,
telephone, telereading and sound distribution system
(c). Audio-Visual, include television, films, video recordings, sound movie
strips, recorded sound printed materials, study journeys and demonstration.
(d). Printed materials, include textbooks, fiction and non fiction books,
booklets, pamphlets, study guides, manuals and worksheets, as well as
word processed document prepared by students and teacher.
Mixed reality (MR) may take your view of the real world and integrate
computergenerated content that can interact with that view of the real world. Or it
may take a fully digital environment and connect it to real-world objects. In this
way, MR can sometimes be similar to VR and sometimes similar to AR.
In AR-based MR, the content of the digital world is no longer passively
laid on top of the real world; instead, it can act as if it were a part of the real
world. Digital objects appear as if they existed in the physical space, and you can
even interact with some digital objects as if they were actually there. For example,
you can put a digital rocket on a coffee table and watch it explode, or bounce a
digital football off the walls and floor of the real world.
Although Apple's ARKit and Google's ARCore are described as AR, they
actually cross the boundaries between AR and MR and reveal the naming
differences that occur in the industry. Although they project a digital layer on top
of the physical world, they’re also able to scan the environment and track surfaces
within the real world. This enables users to place digital objects in the real world,
cast digital shadows on real-world items, affect digital lighting according to the
real world’s lighting conditions, and so on — all things that lean more toward the
definition of MR.
Another example of a current AR-based MR headset is the Microsoft
HoloLens (shown in Figure 2.4), a headset that scans the physical environment to
mix in digital objects. This technology, which is also found in Microsoft’s Meta 2,
takes things a step further than the current tablet-based offerings from Apple and
Google. It projects the digital environment onto translucent visors and enables
your hands to interact with those digital objects as if they were physically there
(Mealy,2018:11-12).
13
pace is far different from lecturing them on the subject or even showing them a
video. Expeditions AR hopes to help trigger those engaging moments for students.
TVs and non-smart TVs. Finally, Android Things was designed for the embedded
market and is now called the "Internet of Things" (IoT).
Android has gone through many versions in its life cycle. Each version has
a version number, a code name, and an API level. The version number is the
traditional version control system, such as 2.1, 2.3.3, 3.0, 4.0, 4.1, 5.0, 6.0 and so
on. When the first digit of the version changes, that's a big problem with many
new APIs; when the second digit changes, it's more of an evolution than a
revolution (and sometimes a new codename); and if only the third digit changes,
it's a minor change. The API levels are numbered monotonically. The code names
are using the alphabetical and always refer to sweet foods. API levels 1 and 2 did
not officially have code names. Below is the table of Android Version:
Table 2.1 Android Version (Darwin,2017:6).
19
2.1.4 Geometry
According to Heinbochel (2017:3), Geometry is the investigation of the
properties associated with points, lines, planes, and various shaped objects in one,
two and three dimensions. Furthermore, Geometry is the science which treats of
position, form, and magnitude (Wentworth,2010:3).In geometry there are two
types of object, namely plane Geometry and solid geometry. According to
Wentworth(2010:3), plane geometry treats of figures all points of which are in the
same plane, while solid geometry treats of figures all points of which are not in
the same plane. Plane geometry restricts itself to two-dimensional objects and
their properties, while solid geometry investigates objects in a three-dimensional
space (Heinbockel,2017:3). The geometrical object in two-dimensional space is
called the plane shape, include square, rectangle, circle, polygon, triangle, and so
on. While the geometrical object in three-dimensional space is called the solid
shape, include cube, cone, pyramid, cylinder, cuboid, prism and sphere.
2.1.4.1 Plane shape / 2-dimensional shape
2-Dimensional shape or plane shape is the geometry shape in the 2-
dimensional space. 2-Dimensional shape devided into two, namely rectilinear
shape and curvilinear shape. Rectilinear shape is the 2-dimensional shape which is
bounded by straight line, while the curvilinear shape is the 2-dimensional shape
which is bounded by curved line (Wentworth,2010:7). The example of Rectilinear
shape are triangle and quadrilateral. And the example of curvilinear shape are
circle and ellipse.
4.1.1 Rectilinear shape
Rectilinear is a shape composed of straight lines and angular corners.
Rectilinear shapes can also called the geometric shapes, though geometric shapes
often refer to ―geometry‖ such as rectangles, triangles, hexagons, etc. whereas
rectilinear shapes may refer to virtually any shape composed of straight lines
(http://artnet.nmu.edu/foundations/doku.php?id=rectilinear).
Triangle
20
Triangle is the 2-dimensional shape that have three sides and three angle.
Triangle devided into four types, below is the explanation about the types of
triangle:
(a) Equilateral triangle
Equilateral triangle is the triangle which the sides and the angles are equal.
The third angle of equilateral triangle is 60 .
Rhombus is the quadrilateral that Has four equal sides. Opposite sides are
parallel to each other and opposite angles are equal. Diagonally opposite angles
are equal. The diagonals bisect each other at 90°.
(f) Trapezoid
Trapezoid is the quadrilateral that has at least one pair of parallel sides.
Ellipse
Ellipse is curvilinear shape which the sum of the distances from two points
(focus) to each point on the curved line is constant. An ellipse is defined by two
points, each of which is called focus. The size of an ellipse is determined by the
sum of the two distances. The sum of these distances is equal to the length of the
principal axis (diameter of the longest ellipse).
Pyramid
A regular pyramid is a pyramid whose base is a regular polygon and
whose lateral edges are all congruent (Alexander et al.,2011:414). The name of
the Pyramid is based on the base of the pyramid. If the base of pyramid is triangle,
then the pyramid is called triangular pyramid, and so on. Below is the example of
the pyramid:
2. Curve surface
Curve surface is the types of the 3-dimensional space which the surface of
the space is curve and does not have the angle. Below the example of the curve
surface:
Cylinder
Cylinder is a 3-dimensional object with a curved face joined by two
circular faces at each end. The curved face is made of a rectangle. Cylinder have
two flat faces but no vertices.
rectangle that form the cylinder. From figure 2.25, below is the formula of the
surface area of the cylinder:
( )
(b) Volume
Volume of the cylinder is the multiplying of the base area with the height
of cylinder. To get the derivative of cylinder volume, can be obtained by using the
integral formula of a rotary object. Let the funcion ( ) .
Then,
∫ [ ( )]
( )
( )
Cone
Cone is the 3-dimensional figure that tappers smoothly from the circular
base to the point that called apex or vertex. The height of the cone is connecting
the apex or vertex into the center point of circular base. Cone has the slant height
that is the distance in the lateral face that connecting the vertex into the base.
area of the base is r2. And to get the lateral surface area, we can use the
comparing formula like below.
Base on the explanation above, area of segment CBB’ equal to the lateral surface
area. So we get that:
Surface area of cone = circular base area + lateral surface area
= r2 + rs
= r ( r + s)
(b). Volume
Considering the a right circular cone with radius and height . The
equation of the slant height is .
To get the formula of volume, we can use the integrate formula
∫ ( )
Sphere
Sphere is a 3-dimensional figure that have the curved surface and the equal
distance from the center to every point in the surface or called radius.. A curved
surface is a surface no part of which is plane (Wentworth,2010:7). Sphere does
not have the vertices and edges.
( )
( )
( )
32
(b). After make the object, save that object to the library
(d). Use the Vuforia software to save the marker that already choosen.
Figure 2.33. The steps to rendering the virtual object in the real life
(Mustaqim,2016)
2.1.6 The Development of Learning Media
The development of learning media is included in the type of development
research. Development research (Developmental research) is oriented towards
product development in which the development process is described as thoroughly
as possible and the final product is evaluated(Armanto et al., 2019:5). In the
implementation of research and development (R&D) there are several steps that
must be taken, for that the researcher refers to the steps according to ADDIE
models. According to Muruganantham (2015:53), ADDIE models have five phase
that is analysis, design, development, implementation, and Evaluation.
1. Analysis
The Analyze phase is the base for all other phases of instructional design.
Along this phase, the researcher defines the problem, identifies the source of the
problem and determines the possible solutions. In this phase may include the
specific research techniques such as need analysis, goal analysis and task analysis.
The output of this phase often include the instructional goals, and a list of tasks to
be instructed. These outputs will become the inputs of the design phase.
2. Design
The Design phase involves using the outputs from the Analysis phase to
plan a strategy for developing the instruction. During this phase, the investigator
outline how to reach the instructional goals determined during the Analysis phase
36
and expand the instructional foundation. Some elements of the design phase may
include writing the target population, describing, performing learning analysis,
writing goals and test items, choosing a delivery system, and ordering
instructions. The output of the design phase will become the input of the
development phase.
3. Development
The Development phase builds on both the Analyze and Design phases.
The purpose of this stage is to generate lesson plans and lesson materials. At this
stage, the researchers built and developed the package with the help of media
software and supporting documentation. This may include hardware and software.
4. Implementation
The implementation phase refers to the actual delivery of instructions,
whether it is classroom-based, laboratory-based, or computer-based. The purpose
of this stage is to provide teaching effectively and efficiently. This phase must
promote the students' understanding of material, support the students' mastery of
objectives, and ensure the students' transfer of knowledge from the learning to
setting the goals.
5. Evaluation
This stage measures the effectiveness and efficiency of teaching.
Evaluation should actually run through the entire instructional design process-
within, between stages, and after implementation. Evaluation may be Formative or
Summative. Formative assessment is carried out during and between phases. The
purpose of this type of evaluation is to improve the directive before implementing
the final version. Summative evaluation usually occurs after the final version of
the directive is implemented. This type of assessment assesses the overall
effectiveness of teaching. Data from the Summative Evaluation is often used to
make a decision about the instruction (such as whether to purchase an
instructional package or continue/discontinue instruction).
37
2.1.7 Validation
According to Messick (in Taylor,2013:147), Validity is an integrative,
evaluative judgment of the degree to which empirical evidence and theoretical
rationales support the adequacy and appropriateness of inferences and actions
based on test scores and modes of assessment. Validation in assessment requires a
clearly defined construct or criterion performance and a clear articulation of the
intended score interpretations and uses (Taylor,2013:19). According to Cohen
(2018:162-163), the validity of the learning media is viewed from two indicators,
namely content validity and construct validity.
a. Content Validity
Content validity is achieved by ensuring that the content of the test is a fair
sample of the category or area of the situation or topic being discussed. Content
validity is achieved by making professional judgments on the relevance and
sampling of test content and specific fields. It is concerned with coverage and
representativeness rather than with patterns of response or scores. It is a matter of
judgement rather than measurement. Content validity will need to ensure several
features of a test : (a) test coverage (the extent to which the test covers the
relevant field); (b) test relevance (the extent to which the test items are taught
through, or are relevant to, a particular programme); (c) programme coverage (the
extent to which the programme covers the overall field in question);
b. Construct Validity
Construct validity is achieved by ensuring that performance on the test is
fairly explained by particular appropriate constructs or concepts. As with content
validity, it is not based on test scores, but is rather a matter of whether the test
items are indicators of the underlying latent construct. In this case, construct
validity also includes validity related to content and criteria. Construct validity is
threatened by (a) under-representation of the construct, i.e. the test is too narrow
and ignores significant aspects of a construct, and (b) inclusion of irrelevance –
excess variance.
38
Augmented Reality learning media give the new experience for student in
learning process. In this research, the researchers suggest to next
developing of learning media based Augmented Reality by adding the
audio, increase the interactivity, and make the media into the ARbook.
d. Research was conducted by Mubarok (2019) entitled ―Perancangan dan
Pembuatan Aplikasi Pembelajaran Bangun Ruang 3D Berbasis Android
dengan Memanfaatkan Augmented Reality‖. This research using the
Research and Development (R&D) method. This research explain about
the steps to developing the learning media based Augmented Reality. The
researcher state that the steps to produce the Augmented Reality learning
media are (1) designing the system that is the menu, marker, marker
detection, the android application, (2) designing the layout menu that is
main menu, characteristic menu and formula menu, (3) doing the AR
simulation. After produce the AR learning media, the researcher was
testing the application by giving the questionnaire to the student in SDN
Sawotratap 1 Sidoarjo. The result of the research is getting the positive
respons from students. The researcher suggest to the next research to
developing the Augmented Reality learning media with the moving
animation so that the learning process will be more interactive and
interesting, then produce the application that can be saving in cloud
(online) so it will be decreasing the memory consume.
e. Research was conducted by Budiman (2016) entitled ―Developing
Learning Media Based on Augmented Reality (AR) to Improve Learning
Motivation”. The objective of this research to developing the learning
media based Augmented Reality that will help student learn actively to
improve motivation to learn on materials the assembly of the computer.
The researcher was doing the data collection by interview and give the
questionnaire to the student and teachers. This research using the Research
and Development (R&D) model. The researcher state that there are six the
use of the structure of the questionnaire, namely (1) questionnaires to
41
Lack of teacher in online learning skills Needed the learning media to hel students
and limited carrying capacity of existing understad the material and to visualize the
infrastructure in students domicile shape of a mathematical shape
Developing media:
Analysis → design → development →
implementation → evaluation
Android-based Augmented
Reality learning media
43
RESEARCH METHODOLOGY
44
45
picture and especially the real 3D object. This media will be using the marker
which as the signal for the camera to showing the object in the smartphone.
3.5 Data Collection Technique
The data collection technique was carried out through interviews and
questionaire. Interview as a preliminary observation for research and to designing
media development. Questionaire used to assess the validity of media
development and to take the respons of students. Respondents involved in data
collection were students, material experts, media experts. The results of the study
were then analyzed and described.
3.6 Research Instrument
Research instruments are scientific and systematic tools such as
questionaires and interviews which are used to collect data from respondents.
Wilkinson (2003:3) states that research instruments are devices for obtaining
information relevant to the research project. To test the validation of learning
media, we had to collect the data by using the research instrument namely
validation sheet. Validation sheet used to get the data quality of three dimensional
curved surface material and the lesson delivering aspect system which contained
in the Android-based Augmented Reality learning media. This measurement of
research using the likert scale from 1 to 4. The form of the Likert scale answer
consists of very agree, agree, disagree, and very disagree (Taluke et.al.,2019:534).
The instrument will be given to the media expert, material expert and students.
a. Indicators of instrument for media expert
Indicators of instrument for media expert is indicators of the questionaire
validity assesment of media expert about the quality of media which the
researcher develop in mathematics lesson. The assesment reviewed from the
media design, software, and benefit aspects. Below are the indicators instrument
for media expert:
46
Analysis Design
Development
Evaluation Implementation
will be the reference in revise the media. The validation will be done until produce
the valid learning media. After the learning media is valid then field trials.
d. Implementation
In this phase, implementation will be doing in school that choose to be
research location that is SMP Negeri 35 Medan. The AR learning media will be
given to the students. After trying the media, students will gave the questionaire
of student respons to get the assess and suggest of learning media. After getting
the result of student respon, then interpret.
e. Evaluation
Evaluation phase is the phase to look for the result of media development.
In this phase the researcher will be know the learning media is success or not.
3.8 Data Analysis Technique
Data analysis technique to knowing the feasibility of learning media is
descriptive statistic analysis. Descriptive statistic is one of statistic branch by
summarize data so that data is easy to understand. Descriptive statistics are
statistics that are used to analyze data by describing the data that has been
collected as is without intending to make general conclusions (Sugiyono,
2016:207-208). The results obtained from data analysis are used as a reference for
revising the developed learning media application.
a. Analysis of validation
The result of validation questionnaire analyzed by using scale 4 criteria to
interpret the result measurement or called assesment. The score from material
expert and media expert will calculate to get the percentage. The formula to
calculate the percentage of validation is as follows:
Where:
P = Percentage
K = Total Score
Nk = Total Maximum Score
50
The percentage obtained from the calculation will be interpret the result
measurement of the validation questionnaire from the material expert and media
expert which converted to be qualitative in table 3.4.
Table 3.4. Convertion of validation data percentage into qualitative
(Arikunto, 2018:39)
Percentage Interpretation
Very valid
Valid
Quite valid
Less valid
Invalid
The validity degree can be seen from the table 3.4. That percentage can be
reference to show the validity degree of the application Augmented Reality
learning media.
Where:
P = Percentage
K = Total Score
Nk = Total Maximum Score
The percentage obtained from the calculation will be interpret the result
measurement of the student’s responses which categorized in table 3.5.
Table 3.5. Convertion of student’s responses data percentage into
qualitative (Arikunto, 2018:39)
51
Percentage Interpretation
Excelent
Very good
Good
Bad
Very bad
Statement of student’s responses can be seen from the table 3.5. That
percentage can be reference to the result of student’s responses. The percentage
that obtained from the questionaire will show the predicate of the application
Augmented Reality learning media.
CHAPTER IV
4.1 Result
The research and development was carried out in the 3rd grade of SMP
Negeri 35 Medan. The output product of the research is Android-based
Augmented Reality learning media for tree dimensional curved surface. The
product is made in the form of an android application that is given to students to
be used in the learning process both online and face-to-face.
This research and development was using the Research and Development
(R&D) methods and ADDIE model. Below is the phase that using in this research.
4.1.1 Analysis Phase
In analysis phase, the activity was carried out by collecting the information
about the condition of learning process in the 3rd grade of SMP Negeri 35 Medan.
The information was getting by interviewing the teachers and students in SMP
Negeri 35 Medan. Below are the lists of data by the observation activity:
(a) The teacher conveys online learning through Whatsapp and Google
Classroom by giving assignments that must be done by students without
giving explanations to students, so that the learning material is not
conveyed properly and interaction between students and teachers is
lacking.
(b) Students had difficulty understanding geometry, especially space and
shape, because the teacher only provided learning material from books
without using the other media so that students had difficulty in construct
these spaces, especially in three dimensional curved surface.
(c) The teacher is trying to improve the quality of learning, especially in the
form of learning media that can be used during online learning and so on.
52
53
the reference like curriculum, syllabus, and books that related to the material
needed in developing the learning media. The result of this analysis activity is
selected the basic competence that being the goal of development.
explanation of three
dimensional curved
surface
About menu Bio of the creator Introduce the creator
Instruction menu - Instruction Instruction to user
- Link to get marker
AR camera - AR of cone Provides a camera
- AR of cylinder view to detect markers
- AR of sphere and show up 3d objects
The prism was made until octagonal prism. Then all the object will export
to be 3D model as shown in figure 4.8. The 3D objects are imported into FBX
file.
Figure 4.8 import object triangul prism inside cylinder into 3D model
61
Vuforia
Vuforia is the software to import the marker and to get the license that will
be need to build the application in unity. The marker that inputed into the vuforia
was shown in figure 4.9 and the lisence was in figure 4.10.
Unity
In the unity, all the component of AR learning media was imported such as
object, music, animation, text and other. Figure 4.11 will show the component that
imported into the unity.
Material
In material page, there are three sub menu namely cone, cylinder and
sphere menu. Figure 4.26 is the view of material page.
70
In the sub menu, there is the material that have been made as the reference
that already collected before. The view of sub menu is like the figure 4.27.
About
In about page, there is the data of creator. Figure 4.28 is the view of about
page.
71
Instruction
In instruction page, there is the directions for the user of learning media.
this page also give the link to get the marker and handbook of learning media.
For each sub menu, will showing each sub menu that is net, surface area,
and volume menu. Figure 4.31 showing the view of each sub menu in AR camera.
The explanation of each menu can be in the form of animation, text and video.
In net and surface area 3D object of cone and cylinder was used the
animation that shows objects view in 360 . The purpose of the animation is
students can cunstruct their knowledge by connecting the shape of the net, the
surface area, and the real object of cone and cylinder. The screenshot of the
animation can be seen in the figure 4.32 ( cone ) and figure 4.33 ( cylinder ).
73
For the volume of cone was used the proof video. The purpose of video is
to show concrete proof to students through a practicum video about the volume of
cone using the cylinder approach. The screenshot of the video can be seen in
figure 4.34
74
For the volume of cylinder was used the prism approachment. The purpose
of prism approachment is to help students construct their knowledge by relating it
to the existing knowledge. Figure 4.35 shows the cylinder approachment to the
prism.
For surface area of sphere was used the animation that show the surface
area of sphere is equal to the four times of circle. The purpose of the animation is
75
to make the media more interesting. For the explanation was using the proof
video. The video is about proof practicum of sphere’s surface area.
Based on the table 4.3, the percentage of media expert I is 71.43% and
media expert II is 92.86%. The percentage of total score from media expert I and
II are 82.14%. For the further analysis will be explained in the discussion section.
4.1.5.2 The Result of Material Experts’ Validation
Table 4.4 the result of material experts’ validation
Score
Material Material
No Statement / Assesment Aspects
Expert Expert Total
I II
Learning design
1 The material in learning media can 3 4 7
84
learning process
14 The usage of AR learning media can
3 4 7
increase student interest
TOTAL SCORE 40 50 91
MAXIMUM SCORE 56 56 112
PERCENTAGE 71.43% 89.29% 81.25%
From the table 4.4, the percentage of validation from material expert I is
71.43% and material expert II is 89.29%. The percentage of total score from
material expert I and material expert II are 81.25%. For the further analysis will
be explained in the discussion section.
Data of student respon was obtained from the student in SMP Negeri 35
Medan, using google form. The result of students responses can be found in
https://bit.ly/3nU9gsc . Table 4.5 shows the result for student responses:
Table 4.5 The result of student responses
Score
No Statement/Assessment Aspects
1 2 3 4
1 Learning media is interactive 0 2 14 14
2 Learning media can be use wherever and
0 0 10 20
whenever
3 The language is comunicative and easy to
0 0 15 15
understand
4 Display design of three dimensional curved
0 0 12 18
surface AR learning media is interesting
5 Text in AR application easy to read 0 0 17 13
6 Showing of 3D object when scanning is clear 0 0 18 12
7 Showing of 3D object give the explanation of
0 3 15 12
three dimensional curved surface
8 Size of 3D object is normal 0 3 19 8
86
From the table 4.5, the percentage of student responses is 85.88%. Total
score is the total score of 30 respondents. Maximum score is the highest score
times with the total respondents. For the further analysis of students responses
will be explained in the discussion section.
87
4.2 Discussion
Based on the research question, there are two points that should be the goal
of this research:
4.2.1 The development of a valid Android-based Augmented Reality
learning media for Three Dimensional Curved Surface
This research produce the learning media that using the Augmented
Reality technology in Android platform for the geometry specificly three
dimensional curved surface topic. In the development process, this research use
five phases, which are analysis, design, development, implementation and
evaluation.
a) Analysis phase is the step to find the information or condition from school
in order to be able to collect enough information for formulating the goal
of the development purpose. The results of this analysis phase showed that
(i) the process of delivering learning material and interaction between
students and teacher in the school still lacking because it only uses Google
Classroom and Whatsapp as a place to give assignments that must be
completed by students , (iii) students feel difficult to understand the
material from books because the books can not show the shape of the real
object, and (iv) teacher also want to improve the quality of learning by
using the learning media.
b) Design phase is the step to make the plan of the development. The result of
design phase are goal formulation, flowchart in appendix 4, menu structure
as shown in table 4.1 and objects design as explained in the collecting
design objects section (4.1.2.4).
c) Development phase is the step to developing the learning media by using
the unity and vuforia software as development support and validation the
media until it is suitable to use. The development of media using
Augmented Reality technology that can bring students to learn in a digital
world but like real. AR learning media was developed so that students can
more easily construct their knowledge with 3D object, animations, proof
88
video, and approachment that have been displayed in the learning media.
The AR learning media has been tested before published and has been
tested by the validator. Based on the result of validation process, the
validity percentage score from material experts was 81.25% which means
that the material used in the AR learning media was very valid.
Furthermore, the validity percentage score from media experts was 82.4%
which means that the AR learning media was very valid.
d) The implementation phase is a step for the learning media to be trialed by
allowing the students to use the AR learning media. Based on the result of
students responses, the total percentage was 85.88% which means that the
AR learning media was excelent category.
e) Evaluation phase is the step to evaluate the result of implementation by
analyze the result from student response in implementation phase.
4.2.2 Students response of Android-based Augmented Reality learning
media for Three Dimensional Curved Surface
According to the responses of 30 students in the 3rd grade of SMP Negeri
35 Medan, it was obtained that the total score was 1,855 while the total expected
score was 2,160. So that the percentage of students responses total score is:
which means that the AR learning media belongs to the excelent media category.
CHAPTER V
CONCLUSION AND SUGGESTION
5.1 Conclusion
The development of Android-based Augmented Reality learning media for
three dimensional curved surface have been done by implementing the ADDIE
model. The development process has five phases that are analysis, design,
development, implementation and evaluation. In analysis phase, the researcher
find out the information or condition from school in order to be able to collect
enough information to formulating the goal of the development purpose. Then
continued by the design phase, to get the goal formulation, making the flowchart,
menu structure and objects design. After finished the design, then development
phase. In development phase, the researcher developing the AR learning media by
using Blender 3D, Sketchup, Vuforia, Unity and Visual Studio software. The
software are used to built the application of AR learning media. After finished to
built the AR learning media, then validated by validator. The developed AR
learning media in this study was validated by the media and material experts. The
result of this validation stage show that the learning material used in the
developed AR learning media belongs to very valid category (82.42%), while the
AR learning media itself belongs to very valid category (81.25%). After the AR
learning media already validate, it would be implementing to the students to get
the students responses. And at last, the researcher will get the evaluation from the
result of students responses about the AR learning media.
The analysis of students responses for the Android-based Augmented
Reality learning media for three dimensional curved surface show that the AR
learning media belongs to excelent category (85.88%).
5.2 Suggestion
Based on the result of this research, the important thing to consider that the
researcher suggest is to develop the other material by using the technology
Augmented Reality and reducing file size of application. And also hope the next
researcher to input the AR learning media into Google Playstore for easier
installing.
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90
BIBLIOGRAPHY
Alexander, D.C. and Koeberlin, G.M.(2011).Elementary Geometry for Colleger
Student Fifth Edition. United States of America: Cengage Learning.
Affandi, H., Suwarna, I.P. and Hertanti, E.(2014). Pengaruh Media Pembelajaran
Berbasis Augmented Reality Terhadap Hasil Belajar Siswa Kelas X pada
Konsep Dinamika Partikel. Journal of Education in Muslim Society, 1-18.
Gonzalez, T., de la Rubia, M.A., Hincz, K.P., Comas-Lopez, M., Subirats, L.,
Fort, S., et al.(2020) Influence of COVID-19 confinement on
students’performance in higher education. PLoS ONE 15(10): e0239490.
https://doi.org/10.1371/journal. pone.0239490
Hamid, R., Sentryo, I. & Hasan, S. (2020). Online learning and its problems in the
Covid-19 emergency period. Jurnal Prima Edukasia, 8(1), 86-95. doi:
https://doi.org/10.21831/jpe.v8i1.32165
Heinich, R., Molenda, M., Russell, J.D. & Smaldino, S.E. (2002). Instructional
Media and Technology for Learning, 7th edition. New Jersey: Prentice
Hall, Inc.
Mealy, P.(2018).Virtual and Augmented Reality. Canada: John Wiley & Sons, Inc.
A. INSTRUCTION
a. Asked Mr/Ms to provide an assessment of The Development of Android-
based Augmented Reality Learning Media for Three Dimensional Curved
Surface that has been made in accordance with the criteria contained in
the research instrument.
b. Put a check mark ( ) in column that has been provided, by selecting the
alternative answers available. There are four alternative answers, namely:
4 = very agree
3 = agree
2 = disagree
1 = very disagree
c. If you think it is not suitable or there are several things that need to be
corrected, please give the suggestion on the page provided.
d. Thank you for your help.
95
B. STATEMENT TABLE
Score
No Statement / Assesment Aspects
1 2 3 4
1 Display media design is interesting with the good
color choosen
2 Component location in AR application was
appropriate and presentable to see
3 Text in AR application is easily to read
4 Displayed of 3D object in scanning marker is clear
and representating the real form of the object
5 Determination size of 3D object is good
6 Camera can display the 3D object when scanning
the marker in short duration
7 Marker design can intruduce the form of geometry
object
8 Menu design is clear with the usage of contrast
color
9 The arrangement of menu is good and appropriate
10 Navigation button easily accessed
11 Media usage instruction is displaying clearly
12 Learning media is streamlined without hang, crash,
and lag
13 Easily to operate the scanning marker to display
3D object of three dimensional curved surface
14 Three dimensional curved surface AR learning
media is easily to use
15 Three dimensional curved surface AR learning
media is comunicative
16 Three dimensional curved surface AR learning
media is interactive
96
C. CONCLUSION
According to me, this Android based Augmented Reality learning media is:
a. Feasible to used without revision
b. Feasible to used with revision
c. Not feasible
Comment and Suggest:
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
Medan,
Validator
...................................................
NIP. ............................................
97
A. INSTRUCTION
a. Asked Mr/Ms to provide an assessment of The Development of Android-
based Augmented Reality Learning Media for Three Dimensional Curved
Surface that has been made in accordance with the criteria contained in
the research instrument.
b. Put a check mark ( ) in column that has been provided, by selecting the
alternative answers available. There are four alternative answers, namely:
4 = very agree
3 = agree
2 = disagree
1 = very disagree
c. If you think it is not suitable or there are several things that need to be
corrected, please give the suggestion on the page provided.
d. Thank you for your help.
98
B. STATEMENT TABLE
Score
No Statement / Assesment Aspects
1 2 3 4
Learning design
1 The material in learning media can representing the
three dimensional curved surface to the student
2 AR learning media can be use whenever and
wherever
3 The marker corresponding to the AR application
material
4 The usage of language is comunicative and easy to
understand
Material
5 The material in learning media is easy to understand
6 The picture of three dimensional curved surface is
clearly displaying
7 3D object is representing the real form of three
dimensional curved surface
8 3D object is introducing to the student about the
form of three dimensional curved surface
9 The material in AR learning media delivered
coherently
10 3D object that displayed is cover the three
dimensional curved surface
Benefit
11 Three dimensional curved surface AR learning
media can give new knowledge about Augmented
Reality technology
12 The usage of AR learning media makes teacher
easily to deliver the material
99
C. CONCLUSION
According to me, this Android based Augmented Reality learning media is:
d. Feasible to used without revision
e. Feasible to used with revision
f. Not feasible
Comment and Suggest:
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
Medan,
Validator
...................................................
NIP. ............................................
100
Name :
Class :
Date :
A. INTRODUCTION
This questionnaire contains statemnet items that are intended to find out
student’s response about the Android-based Augmented Reality Learning
Media for Three Dimensional Curved Surface. Therefore, please provide a
response or opinion on this questionnaire in accordance with the instructions
given.
B. INSTRUCTION
a. Write down your personal data in the space provided
b. Read the research questionnaire carefully
c. Put a check mark ( ) on the available column, by selecting the available
alternative answer. There are four alternative answer, namely:
4 = very agree
3 = agree
2 = disagree
1 = very disagree
d. Thank you for you participation in completing this research
queationnaire.
101
C. STATEMENT TABLE
Score
No Statement / Assesment Aspects
1 2 3 4
Learning design
1 Learning media is interactive
2 Learning media can be use wherever and whenever
3 The language is comunicative and easy to
understand
4 Display design of three dimensional curved surface
AR learning media is interesting
5 Text in AR application easy to read
6 Showing of 3D object when scanning is clear
7 Showing of 3D object give the explanation of three
dimensional curved surface
8 Size of 3D object is normal
9 The quickness of showing 3D object when scanning
is good
10 Menu and navigation button display is clear and
good color choosen
11 Instruction the usage of three dimensional curved
surface AR learning media is clear
12 Learning media easy to operate without lag
13 Scanning marker easy to operate
14 AR learning media can increase students
understanding of three dimensional curved surface
15 Picture of marker is clear
16 Form of three dimensional curved surface in AR
application is clear
17 AR learning media can help student in learning
about three dimensional curved surface without
102
D. CONCLUSION
Comment and Suggest:
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
....................................................................................................................................
Medan,
Respondent
...................................................
103
Appendix 4. Flowchart
104
A. PETUNJUK PENGISIAN
a. Dimohon untuk Bapak/Ibu untuk memberikan penilaian terhadap media
pembelajaran Android berbasis Augmented Reality pada materi bangun
ruang sisi lengkung yang telah dibuat sesuai dengan kriteria yang telah
termuat dalam instrument penelitian.
b. Berilah tanda check ( ) pada kolom yang telah tersedia, dengan
memilih alternatif jawaban yang tersedia. Terdapat empat alternatif
jawaban, yaitu:
4 = Sangat Setuju
3 = Setuju
2 = Kurang Setuju
1 = Tidak Setuju
c. Apabila Bapak/Ibu menilai kurang sesuai atau terdapat beberapa hal yang
perlu di perbaiki, mohon untuk memberikan saran pada halaman yang
telah disediakan.
d. Atas bantuan Bapak/Ibu, saya ucapkan terima kasih.
105
B. TABEL PERNYATAAN
Skor
No Pernyataan/ Aspek Penilaian
1 2 3 4
1 Materi dalam media pembelajaran AR dapat
mengenalkan siswa terhadap bangun ruang sisi
lengkung
2 Media pembelajaran AR bangun ruang sisi lengkung
dapat digunakan dimana saja dan kapan saja
3 Pemilihan marker berhubungan dengan materi dalam
media pembelajaran AR bangun ruang sisi lengkung
4 Penggunaan bahasa yang komunikatif dan mudah
dipahami
5 Materi dalam media pembelajaran mudah dipahami
6 Object bangun ruang sisi lengkung ditampilkan
dengan jelas
7 Objek 3D merepresentasikan bentuk asli dari bangun
ruang sisi lengkung
8 Object 3D mengenalkan siswa terhadap bentuk dari
bangun ruang sisi lengkung
9 Materi di dalam media pembelajaran AR bangun
ruang sisi lengkung disampaikan secara runtut
10 Objek 3D yang ditampilkan adalah permukaan dari
bangun ruang sisi lengkung
11 Media pembelajaran AR bangun ruang sisi lengkung
dapat memberikan pengetahuan baru tentang
teknologi Augmented Reality
12 Penggunaan media pembelajaran AR bangun ruang
106
C. KESIMPULAN
Menurut saya, media pembelajaran Augmented Reality pada materi bangun ruang
sisi lengkung ini dinyatakan:
a. Layak digunakan tanpa revisi
b. Layak digunakan dengan revisi
c. Tidak layak
Komentar dan saran perbaikan:
Isi materi sudah layak di gunakan. Tampilan visual bangun sisi lengkung juga
sudah jelas. Pada bagian materi yang hrs scroll ke kanan terlalu jauh bisa
menyebabkan materi tidak terbuka semua dan kesulitan kembali ke menu awal.
Baiknya dipisahkan per jenis bangun ruang
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Medan, 02 Agustus 2021
Validator
D. PETUNJUK PENGISIAN
e. Dimohon untuk Bapak/Ibu untuk memberikan penilaian terhadap media
pembelajaran Android berbasis Augmented Reality pada materi bangun
ruang sisi lengkung yang telah dibuat sesuai dengan kriteria yang telah
termuat dalam instrument penelitian.
f. Berilah tanda check ( ) pada kolom yang telah tersedia, dengan
memilih alternatif jawaban yang tersedia. Terdapat empat alternatif
jawaban, yaitu:
4 = Sangat Setuju
3 = Setuju
2 = Kurang Setuju
1 = Tidak Setuju
g. Apabila Bapak/Ibu menilai kurang sesuai atau terdapat beberapa hal yang
perlu di perbaiki, mohon untuk memberikan saran pada halaman yang
telah disediakan.
h. Atas bantuan Bapak/Ibu, saya ucapkan terima kasih.
111
E. TABEL PERNYATAAN
Skor
No Pernyataan/ Aspek Penilaian
1 2 3 4
1 Desain media pembelajaran menarik dengan
pemilihan warna yang tepat
2 Tata letak komponen pada aplikasi AR bangun
ruang sisi lengkung sudah tepat dan rapi sehingga
nyaman dilihat
3 Teks di dalam aplikasi AR bangun ruang sisi
lengkung mudah dibaca
4 Gambar 3D yang ditampilkan saat scan marker
terlihat dengan jelas dan dapat merepresentasikan
wujud benda aslinya
5 Penentuan ukuran gambar 3D dengan baik
6 Kamera dapat menampilkan gambar 3D saat scan
marker dengan durasi waktu yang pendek
7 Design marker sesuai dengan bentuk object
geometry
8 Tampilan menu jelas dengan menggunakan warna
yang kontras
9 Penataan tombol menu baik dan rapi
10 Tombol navigasi mudah diakses
11 Petunjuk penggunaan media ditampilkan secara
jelas
12 Media pembelajaran digunakan dengan lancar
tanpa adanya hang, crash, atau lag
112
F. KESIMPULAN
Menurut saya, media pembelajaran Augmented Reality pada materi bangun ruang
sisi lengkung ini dinyatakan:
d. Layak digunakan tanpa revisi
e. Layak digunakan dengan revisi
f. Tidak layak
Komentar dan saran perbaikan:
Secara keseluruhan media AR sudah bagus .. akan tetapi dalam penggunaanya utk
marker lebih bagus di berikan diawal sebelum pembelajaran berupa buku
pegangan ( handbook) . Jangan di download saat akan digunakan, berakibat jika
siswa tidak memiliki 2 alat (HP)/ atau tidak pny alat utk mengeprint gambar
marker disaat pemakaian AR, maka kesulitan melakukan scan marker
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Medan, 02 Agustus 2021
Validator