Augmented Reality-Based Learning Media to Increase Islamic Financial Literacy (original) (raw)

Usage Concepts of Augmented Reality Technology in Islamic Study

2012

The augmented reality (AR) has been identified to be suitable for use in education. However, studies that particularly identify this concept are still rare. Therefore, this qualitative study was conducted with objectives to determine the perception of teacher educators from the Islamic Study Department, Teacher Training Institute in Central Zone of Malaysia towards AR, and to develop a usage concept that can be implemented when teaching and learning Islamic Study. Explorative case study method involving three teacher educators was used. They were interviewed by using an in-depth semi-structured interview schedule. From the interview, all responses provided by the informants are very positive and admitted that AR technology is suitable to be used in the Islamic Study. The usage concepts discussed in this paper can be used as guidelines to those who are interested in developing or using the AR application based on Islamic Study topics.

An Augmented Reality (AR) Approach in Educational Integration of Du’a in Islam

International Journal of Academic Research in Progressive Education and Development, 2019

The formation of a harmonious and prosperous society begins with inculcating noble moral values among society. In Islam, the cultivation of these noble moral values begins with spiritual practices that have been cultivated since childhood such as du'a (praying), meditation and so on. Although such spiritual practices such as du'a practices are seen as trivial, but it has a great impact on the lives of the people. In fact, the large number of prayers and variety has made it difficult for Muslims to practice it in life. With technological development, the role of this du'a is able to be reinforced. Learning through e-learning includes the augmented reality (AR) approach is an effective form of learning and can solve this problem. This article has two main objectives. First, explain the role and importance of praying in the Muslim community. Second, explains the AR approach to learning to help prayer education. To achieve both objectives, library methods and content analysis are carried out. The findings of the study show that du'a can form personal and enhance the spirit of brotherhood in society. In addition, the AR approach is particularly suited to enhancing the understanding and practice of prayer to the Muslim community.

Implementation of Augmented Reality in Introducing Islamic Pillars Appication for Young Children

2021

Augmented reality (AR) is an emerging technology that is applied in various fields. It is believed that AR technology is mostly utilised in the education area. However, the utilization of AR in Islamic learning for early age children is still rare. This paper presents the development of a mobile AR-based application to introduce children to the five pillars of Islam. The development is following ADDIE’s framework and the initial evaluation of this app is also presented.

Development of Augmented Reality in Islamic Religious Education as an Anti-Corruption Learning Medium

Cendekia: Jurnal Kependidikan dan Kemasyarakatan

This study aims to develop and determine the impact of using augmented reality as an anti-corruption educational medium based on the development of Islamic educational materials. The data processing used to research and development methods ADDIE model using a validity test and measurements of N-Gain scores. Three junior high schools with different environmental characteristics participated in the study. The findings first indicate that the development of augmented reality for the field of anti-corruption education can be adapted to the essential competencies of Islamic Religious Education subjects with the themes of honesty, trustworthiness, and istiqomah. Second, there was an increase in the cognitive domain, as indicated by the anti-corruption education values for SMP N 02 Bawang students by 79.5%; SMP N 01 Subah students by 79%; and SMP N 01 Batang students by 80.44%. On the N-Gain scale, all three achievements are considered effective. This research has implications for demonstr...

Development of a Financial Literacy Book, "Good and Bad Character Augmented Reality," for Early Childhood

EduBasic Journal: Jurnal Pendidikan Dasar

Financial literacy education needs to be instilled from an early age through attractive media so that it is internalized and to form managing finances habits in the future. Augmented Reality (AR) technology is an alternative since it is in the 3D form to visualize abstract concepts into concrete ones. This study aims to develop a financial literacy book with augmented reality technology, "Good and Bad Character AR." This book instills financial knowledge and experience for children in forming good character and habits. The method used in this study was Design Development (DD), with an analysis model of design, development, implementation, and evaluation (ADDIE). Participants were material and media experts and users (teachers and children aged 5-6 years) at the UPI Campus Labschool Kindergarten in Serang. Validation was carried out by media experts, material experts, two teachers, and five children. The analysis results demonstrated that the financial literacy book "G...

The Use of Ethnomathematics Learning Media Based on Augmented Reality for Madrasah Students

AL-ISHLAH: Jurnal Pendidikan

This study presents Augmented Reality (AR) implementation for learning geometry mathematics with a cultural approach in junior high schools. The research method used was ADDIE (analysis, design, development, implementation, and evaluation) by limiting it to (1) exploration analysis, (2) design, (3) development, and (4) implementation. Applying the AR concept to the mathematics learning method with a cultural approach is hoped to create an interesting and fun mathematics learning atmosphere. This is because the application of AR concepts in mathematics learning can help students towards abstract mathematical concepts with the help of 3D objects and improvisation of appropriate sounds and images. The research results are an AR application prototype for learning geometric mathematics with a cultural approach in junior high schools, which can be used for geometry material in junior high schools for both classroom and online learning.

Implementation of Augmented Reality Learning Media Technology at the Primary and Secondary Education Levels in Cimahi City, West Java

International Journal of Management Science and Information Technology, 2021

Currently the development of technology is progressing very rapidly and its development cannot be stopped. With so many advanced technologies that have emerged, various kinds of human work can be done in more innovative ways. One example is in the field of education. Currently, there are various kinds of technology-based learning media, one of which is learning media using Augmented Reality technology or often shortened to AR. Application Development as Learning Media to Build Space for Elementary/Junior High School Level Using Marker Augmented Reality Method is one form of utilizing AR technology in the field of education, especially as a learning medium. With the creation of this Augmented Reality-based learning media for building space, It is hoped that students can understand learning materials easily, and students' interest in learning can increase because the objects in the space are designed to be attractive, colorful, and interactive to avoid boredom. Based on this, this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module).

The Influence of the Augmented Reality Application on Students' Performances in Ottoman Turkish Readings

The use of Augmented Reality Technologies, which has been developed in order to enrich the environment of education and training and provide permanent learning, has been increasing day by day. In this sense, it is important to analyze the use of augmented applications in education and training environments. In this study, We have aimed to determine students' academic success levels and their satisfactions through the use of augmented applications in Ottoman Turkish reading which students have difficulties learning. For this purpose, an experimental study has been conducted with 60 students, 30 from experimental and 30 from control group, studying in the department of Turkish studies in the faculty of Education Faculty of Ağrı İbrahim Çeçen University. The experimental and control groups have been chosen at random. The study has lasted totally 4 weeks-1 weeks as pilot 3 weeks as application. The academic success test, that has been prepared to assess students' academic success, prepared by experts and covered 7 weeks, has been applied as the pre-test in the beginning and final test at the end of the process. Additionally, a semi structured interview has been carried out with randomly chosen students from the experimental group. The views of students about the use of augmented reality in Ottoman Turkish readings have been taken into consideration and the level of their satisfaction has been determined. After analysis of the obtained data, it has been understood that there is a meaningful difference between the average academic success grades of the experimental and control groups. The analysis of the findings, obtained by the semi-structured interview, are still continuing. According to the first findings, it has been observed that the use of augmented reality in education and training environment has positive contributions to student success and satisfaction.

The effect of using augmented reality based teaching material on students' academic success and opinions

The purpose of this research is to determine the effect of course material developed with augmented reality (AR) technology in teaching subjects related to coding on students' academic achievement, their level of permanence in learning and their opinions on the process. The mixed method was used in the study. In the quantitative dimension of the research, semi-experimental design with pretest-posttest control group, and in qualitative dimension phenomenology pattern were preferred. The quantitative data of the research were collected with the achievement test and the qualitative data were collected with a semi-structured interview form. The study group consists of 64 students attending a university in Computer Programming department in Turkey. There are 34 students in the experimental group and 30 students in the control group. The prepared achievement test was applied to the students as pretest, posttest and permanence test. After the application, interviews were made with 15 students selected from the experimental group. As a result of the research, it is seen that the academic achievement and permanence levels of students in the experimental group using AR course material for teaching coding education are higher than the students in the control group. According to the results obtained from the qualitative dimension of the research, it has been determined that AR technology provides many advantages such as efficiency, permanence, comprehensibility and convenience on learning; accordingly, it has been suggested that it should be expanded in different courses and fields.

Perceived Augmented Reality: DS DoFo Application Influence Student Performance in Accounting Education

The objective of this study is to perceive whether the used of augmented reality (AR) technology in accounting education influence the students' performance. AR technology is widely used in video or mobile games because the ability to produce a virtual image in a real environment. In education field, AR technology were normally used by educators to explain or to show the reality object of certain topics. However, it was seldom used in accounting education. Accounting education required student to learn and understand the concept and theory before doing the accounting practical. The concept and theory refer to the accounting standards, framework and the information on the documentation. Students often having a problem to integrate between the theoretical information and practical especially involving the accounting document sources. Most of the students know the types of document sources used in the accounting records but they have no imagination how it looks like. Therefore, this study has created an application namely as DS DoFo that uses AR technology to enhance student's knowledge on the document sources through the visual image. This application is a steppingstone to introduce AR technology into accounting education. Theory of Performance (ToP) has been used to perceive the used of AR technology through DS DoFo application influencing the student's performance. Questionnaires were distributed after the students used the application. 80 students have taken part in this study. The findings shown that students were excited to use the application which made the learning and teaching process become livelier and more interesting. However, the limitation of the technology is the internet connection and student hand phone data.