The Effect of Using Augmented Reality Media in Learning Achievement Especially Psychomotor Domain at Computer Assembling Subject of X Multimedia Students in SMKN 10 Surabaya

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Bibliographic Details
Title: The Effect of Using Augmented Reality Media in Learning Achievement Especially Psychomotor Domain at Computer Assembling Subject of X Multimedia Students in SMKN 10 Surabaya
Authors: Irfansyah, Juki, Ekohariadi, Ekohariadi, Buditjahjanto, Asto
Source: International Journal for Educational and Vocational Studies; Vol 2, No 4 (2020): April 2020 ; 2684-6950 ; 10.29103/ijevs.v2i4
Publisher Information: Universitas Malikussaleh
Publication Year: 2020
Collection: Open Journal Unimal (e-Jurnal Universitas Malikussaleh)
Subject Terms: Augmented Reality Media, Learning Achievement, Psychomotor Domain, Computer Assembling Subject
Description: The purpose of this study was to determine the effect of using augmented reality media in learning achievement especially psychomotor domain at computer assembling subject of X Multimedia students in SMKN 10 Surabaya. Quasi-Experimental design has been used which consists of experimental class (augmented reality media) and control class (powerpoint slides media). Each class consists of 30 students. Data was analized by using independent sample t-test on SPSS software version 24. The data showed that psychomotor domain of the experimental class were higher than the control class.
Document Type: article in journal/newspaper
Language: English
Relation: https://ojs.unimal.ac.id/index.php/ijevs/article/view/2534
DOI: 10.29103/ijevs.v2i4.2534
Availability: https://ojs.unimal.ac.id/index.php/ijevs/article/view/2534
https://doi.org/10.29103/ijevs.v2i4.2534
Rights: Copyright (c) 2020 Juki Irfansyah, Ekohariadi Ekohariadi, Asto Buditjahjanto ; https://creativecommons.org/licenses/by-sa/4.0
Accession Number: edsbas.297E9247
Database: BASE
Description
Abstract:The purpose of this study was to determine the effect of using augmented reality media in learning achievement especially psychomotor domain at computer assembling subject of X Multimedia students in SMKN 10 Surabaya. Quasi-Experimental design has been used which consists of experimental class (augmented reality media) and control class (powerpoint slides media). Each class consists of 30 students. Data was analized by using independent sample t-test on SPSS software version 24. The data showed that psychomotor domain of the experimental class were higher than the control class.
DOI:10.29103/ijevs.v2i4.2534