Cybergogy as a digital media to facilitate the learning style of millennial college students

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Rezka Arina Rahma, Sucipto, Yessi Affriyenni, Monica Widyaswari

2021 World Journal on Educational Technology: Current Issues Vol. 13 Issue 2 Article Cited by 15 Quartile

Abstract

This research was aimed to test the effectiveness of AR-based digital learning materials in improving the learning of the students. The development method used in this research is the ADDIE (Analysis, Design, Development or Production, Implementation or Delivery, and Evaluation) model. The subjects in this developmental research are the lecturers of the educational technology department as media experts, the lecturers of the nonformal education department as the subject expert, and the students of the nonformal education department of the academic year 2018 as the users. The specification of the innovative product to be developed is augmented reality as a digital media in learning the family education subject. The result of the research that AR-based digital learning materials have gained excellent results as it has proven to help students in learning effectively. The average score in the experimental group after participating in learning with Augmented Reality media, the average score was improved to 92,55. Whilst in the control group, the average learning with the old/conventional paradigm, the average score recorded at 86,75. © 2021 United World Center of Research Innovation and Publication. All rights reserved.

Affiliations

Nonformal Education, Universitas Negeri Malang, Mayjen Panjaitan Street No.31, Malang, 65113, Indonesia; Nonformal Education, Universitas Negeri Malang, Griyashanta C-110, Malang, 65142, Indonesia; Natural Sciences Education Study Program, Universitas Negeri Malang, Mulyorejo 3/6, Malang, 65147, Indonesia; Nonformal Education, Universitas Negeri Malang, Darmoyudo Utama Street No.60, Pasuruan, 67115, Indonesia