JARKOM AR as Augmented Reality-Based Learning Media Integrated with Case-Based Learning for Computer Network Installation Materials of Vocational High School Students Syaad Patmanthara*, Wahyu Nur Hidayat, Faizal Indaryanto, Kartika Widrajanti
Universitas Negeri Malang
Politeknik Negeri Malang
Abstract
TJKT skill competency students have difficulty understanding computer network installation material. This is because the learning process is still using PowerPoint media with the lecture method. On the other hand, several problems emerged such as limited resources and facilities owned by schools and learning during the pandemic was carried out face-to-face with reduced time. This study aims to develop an augmented reality-based application that integrates case-based learning on computer network installation materials. This study uses the Plomp development model. The implementation of this research was carried out through 4 phases including (1) preliminary investigation phase, (2) design phase, (3) realization/construction phase, and (4) test, evaluation, and revision phase. Data collection techniques were carried out through observation and questionnaires. The application developed is an augmented reality application that is integrated with case-based learning accompanied by a marker in the form of a flash card. The results of the analysis of all feasibility data obtained an average of 88.9% with a qualification of ^very valid^ and declared eligible to be used in assisting the learning process of students. So, it can be concluded that the augmented reality-based application developed can be used by teachers as an alternative learning media to help deliver learning materials.