Supporting and inhibiting factors implementation STEAM in blended learning based on augmented reality technology
The selection of the blended learning system in 2021 will cause student learning to be bored. Therefore, teachers are required to be creative and innovative in designing learning, one of which is the use of technology to overcome student boredom. Previous research has not discussed the application o...
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creator | Priyantini, Mimin Vera Dwi Sumarjoko, Bambang Widyasari, Choiriyah Rahmawati, Laili Etika Prastiwi, Yenny |
description | The selection of the blended learning system in 2021 will cause student learning to be bored. Therefore, teachers are required to be creative and innovative in designing learning, one of which is the use of technology to overcome student boredom. Previous research has not discussed the application of STEAM-oriented STEAM, the supporting and inhibiting factors for the application of STEAM-oriented AR technology in learning. The purpose of this study is to describe the factors supporting and inhibiting the application of STEAM-oriented Augmented Reality (AR) technology in blended learning. This research was conducted at one of the public elementary schools in Surakarta in the odd semester of the 2021/2022 academic year. The subjects of this study were 6th grade students, totaling 27 students. The method in this research is descriptive qualitative. Data collection techniques were carried out by observation, interviews and documentation. The validity of the data used triangulation of sources, namely students and parents, besides using triangulation methods obtained from interviews, observations and documentation. The results of this study indicate that there are several supporting factors that can support the application of AR technology as well as several inhibiting factors that hinder the application of AR technology in the classroom. The results of this study are expected to be considered by teachers in applying AR technology in learning as well as for experts to further develop AR technology-oriented learning media. |
doi_str_mv | 10.1063/5.0141907 |
format | Conference Proceeding |
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Therefore, teachers are required to be creative and innovative in designing learning, one of which is the use of technology to overcome student boredom. Previous research has not discussed the application of STEAM-oriented STEAM, the supporting and inhibiting factors for the application of STEAM-oriented AR technology in learning. The purpose of this study is to describe the factors supporting and inhibiting the application of STEAM-oriented Augmented Reality (AR) technology in blended learning. This research was conducted at one of the public elementary schools in Surakarta in the odd semester of the 2021/2022 academic year. The subjects of this study were 6th grade students, totaling 27 students. The method in this research is descriptive qualitative. Data collection techniques were carried out by observation, interviews and documentation. The validity of the data used triangulation of sources, namely students and parents, besides using triangulation methods obtained from interviews, observations and documentation. The results of this study indicate that there are several supporting factors that can support the application of AR technology as well as several inhibiting factors that hinder the application of AR technology in the classroom. 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Therefore, teachers are required to be creative and innovative in designing learning, one of which is the use of technology to overcome student boredom. Previous research has not discussed the application of STEAM-oriented STEAM, the supporting and inhibiting factors for the application of STEAM-oriented AR technology in learning. The purpose of this study is to describe the factors supporting and inhibiting the application of STEAM-oriented Augmented Reality (AR) technology in blended learning. This research was conducted at one of the public elementary schools in Surakarta in the odd semester of the 2021/2022 academic year. The subjects of this study were 6th grade students, totaling 27 students. The method in this research is descriptive qualitative. Data collection techniques were carried out by observation, interviews and documentation. The validity of the data used triangulation of sources, namely students and parents, besides using triangulation methods obtained from interviews, observations and documentation. The results of this study indicate that there are several supporting factors that can support the application of AR technology as well as several inhibiting factors that hinder the application of AR technology in the classroom. 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Therefore, teachers are required to be creative and innovative in designing learning, one of which is the use of technology to overcome student boredom. Previous research has not discussed the application of STEAM-oriented STEAM, the supporting and inhibiting factors for the application of STEAM-oriented AR technology in learning. The purpose of this study is to describe the factors supporting and inhibiting the application of STEAM-oriented Augmented Reality (AR) technology in blended learning. This research was conducted at one of the public elementary schools in Surakarta in the odd semester of the 2021/2022 academic year. The subjects of this study were 6th grade students, totaling 27 students. The method in this research is descriptive qualitative. Data collection techniques were carried out by observation, interviews and documentation. The validity of the data used triangulation of sources, namely students and parents, besides using triangulation methods obtained from interviews, observations and documentation. The results of this study indicate that there are several supporting factors that can support the application of AR technology as well as several inhibiting factors that hinder the application of AR technology in the classroom. The results of this study are expected to be considered by teachers in applying AR technology in learning as well as for experts to further develop AR technology-oriented learning media.</abstract><cop>Melville</cop><pub>American Institute of Physics</pub><doi>10.1063/5.0141907</doi><tpages>12</tpages></addata></record> |
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subjects | Augmented reality Blended learning Boredom Data collection Documentation Educational technology Learning Qualitative analysis Students Teachers Triangulation |
title | Supporting and inhibiting factors implementation STEAM in blended learning based on augmented reality technology |
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