Article Gold Open Access 2023

IS IT PRACTICAL DIGITAL LEARNING APPLICATION FOR LEARNING 3D GRAPHIC DESIGN BASED ON AUGMENTED REALITY?

Journal of Applied Engineering and Technological Science
Journal · Vol. 5 · Issue 1 · pp. 595-607
Abstract

Learning Graphic Design requires a high level of visualization, especially for design concepts or 3D interior design. If this material is only taught through guided practice in class, the learning outcomes will certainly not be optimal, especially for vocational graduates in the current digital era. The research aims to test the practicality of digital learning applications based on augmented reality technology as a learning medium for 3D interior graphic design. The type of research is Research and Development (R&D) with the Borg and Gall Method, data collection techniques using Likert scale questionnaires, applications built using Blender for modelling, Unity 3D for Augmented Reality Implementation, Android Studio for designing applications, Firebase for database storage, and Fiqma to design the interface design. This research produces a digital learning application that is used for learning 3D interior graphic design which is equipped with learning needs such as classrooms, and communication rooms and is based on Augmented Reality technology so that the resulting interior design objects can be displayed in real-time. Aiken's V formula is used to test the practicality of digital learning applications. The research results showed that the average Aiken's V score from lecturers was 85.22% in the practical category, and students in the small group test was 82.96% and students in the large group test was 83.04% in the practical category. So, it can be concluded that the use of the DiGi.AR application based on Augmented Reality is good and practical for learning 3D graphic design. © 2023, Intellectual Research and Development Education Foundation (YRPI). All rights reserved.

Keywords

Author Keywords

Augmented reality Digital learning Application 3D Interior Graphic Design DiGi.AR

Index Keywords

Author Affiliations
Department of Technology and Vocational Education, Universitas Negeri Padang, Padang, West Sumatra, Indonesia
Department of Technology and Vocational Education, Universitas Negeri Padang, Padang, West Sumatra, Indonesia, Department of Digital Business, Institut Teknologi Bisnis Riau, Indonesia
Department of Informatics, Universitas Islam Riau, Pekanbaru, Riau, Indonesia
Funding & Acknowledgements
No funding information
References 10 References
1 Aka, Kukuh Andri, Integration Borg & Gall (1983) and Lee & Owen (2004) models as an alternative model of design-based research of interactive multimedia in elementary school, Journal of Physics: Conference Series, 1318, 1, (2019)
2 Akbar, Monika, Digital technology shaping teaching practices in higher education, Frontiers in ICT, 3, FEB, (2016)
3 Antonides, Gerrit, Product attributes, evaluability, and consumer satisfaction, Sustainability (Switzerland), 13, 22, (2021)
4 International Journal of High Information Computerization Engineering and Applied Science Jhice, (2022)
5 Asrizal, A., Analysis of validity and practicality test of physics enrichment e-book based on CTL and enviromental factor, Journal of Physics: Conference Series, 1876, 1, (2021)
6 Astutik, Sri, The practicality and effectiveness of Collaborative Creativity Learning (CCL) model by using PhET simulation to increase students' scientific creativity, International Journal of Instruction, 11, 4, pp. 409-424, (2018)
7 Bahuguna, Yogita, Smart learning based on augmented reality with android platform and its applicability, Proceedings - 2018 3rd International Conference On Internet of Things: Smart Innovation and Usages, IoT-SIU 2018, (2018)
8 Bentri, Alwen, The Developing of Digital Pedagogical Curriculum of Primary Education Teachers in Indonesia, Journal of Physics: Conference Series, 2309, 1, (2022)
9 Cai, Su, Case studies of augmented reality applications for authentic learning, Lecture Notes in Educational Technology, 9789811059292, pp. 115-134, (2016)
10 Chen, Heen, Application of augmented reality in engineering graphics education, ITME 2011 - Proceedings: 2011 IEEE International Symposium on IT in Medicine and Education, 2, pp. 362-365, (2011)
Quick Actions
Full Text via DOI
Citation Metrics
1
Times Cited (Scopus)

References 10
Document Identifiers