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Usefulness of Augmented Reality as a Tool to Support Online Learning

Ismail Ismail, Nur Iksan, Siva Kumar Subramaniam, Azmi Shawkat Abdulbaqie, Salini Krishna Pillai, Ismail Yusuf Panessai

Abstract


The global crisis following the outbreak of the Covid-19 epidemic has had an impact on the teaching and learning process (PdP). The main problem with PdP during the Covid-19 epidemic was the limitation in conducting face-to-face activities in the classroom. Therefore, a learning aid is needed to enable PdP to run optimally even though there is no face-to-face interaction between teachers and students. The research contribution is to highlight the application of Augmented Reality to support distance learning in the Covid-19 epidemic situation, specializing in Wood Carving Art for the subject of Visual Arts Education Form 4. The AR Wood Carving Art mobile application uses the ADDIE design model based on five phases, namely Analysis, Design, Development, Implementation, and Testing. The AR Wood Carving Art mobile application is evaluated based on its usefulness. The AR Wood Carving Art mobile application was evaluated among 27 students from 4 of SMK Pasir Gudang (Johor, Malaysia) and registered to Visual Arts. Based on the result, 80% of respondents strongly agree that the AR Wood Craving Art mobile application help respondents be more effective. It helps users to be more productive and giving ideas to users to be creative and innovative. One hundred percent of respondents strongly agree that the AR Wood Craving Art mobile application makes things that users want to achieve easier to do, and the AR Wood Craving Art mobile application does what users want. Eighty percent of respondents strongly agree that the AR Wood Craving Art application is useful and the application saves time when users use it. Therefore, the AR Wood Craving Art application is effectively used in learning which makes users more productive, creative, and innovative. In addition, the AR Wood Craving Art mobile application makes it easy for users to understand wood carving topics in visual arts subjects, and users can carry out educational and teaching activities like in a classroom.

Keywords


Augmented Reality; Usefulness; Usability; Teaching and Learning

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DOI: http://dx.doi.org/10.26555/jiteki.v7i2.21133

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Copyright (c) 2021 Ismail Ismail, Nur Iksan, Siva Kumar Subramaniam, Azmi Shawkat Abdulbaqie, Salini Krishna Pillai, Ismail Yusuf Panessai

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Jurnal Ilmiah Teknik Elektro Komputer dan Informatika
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Organized by Electrical Engineering Department - Universitas Ahmad Dahlan
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