PEMANFAATAN MANAJEMEN PEMBELAJARAN AUGMENTED REALITY DALAM MENDUKUNG PROGRAM MERDEKA BELAJAR KAMPUS MERDEKA (MBKM)
Abstract
The boredom in the teaching and learning process is very much felt, especially in the new normal era. This is felt by both lecturers and students. So that an effective and interesting learning media is needed in its delivery, of course the lecturers think hard about the right solution so that the material is conveyed and students can understand it. Augmented Reality (AR) is one of the interactive media in learning, its appearance in the form of 3D objects, as well as sound and image improvisation that supports it, is expected to be interesting and fun in learning, especially at Nusantara Islamic University. It is hoped that this method can answer "saturation in learning" because it can attract the focus and attention of students. In order to prepare students to face social, cultural, world of work changes and rapid technological advances, student competencies must be prepared for the needs of the times. Link and match not only with the world of industry and the world of work but also with the rapidly changing future. Higher Education is required to be able to design and implement innovative learning processes so that students can achieve learning outcomes covering aspects of attitude, knowledge, and skills optimally and always relevant. The Freedom to Learn Policy - Merdeka Campus is expected to create a better quality of human resources.
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References
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Dewi, U., Sumarno, A., & Susarno, L. H. (2022). Pembelajaran Daring Untuk Mendukung Implementasi Merdeka Belajar Kampus Merdeka (MBKM). Jurnal Teknologi Pendidikan, 10, 01.
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Herawati, I. E., Asnamawati, L., Yuliawati, Y., Resti, S. N. E., & Nurmalia, A. (2023). Merdeka Belajar: Mewujudkan Pembelajaran Mandiri di Era Modern. Journal on Teacher Education, 5(2), 281–290.
Istighfarany, A. G. (2022). Pengaruh Pelaksanaan Magang Mbkm Secara Daring Terhadap Soft Skill Mahasiswa Di Kop Semua Murid Semua Guru (SMSG).
Lia (2018) Meningkatkan kemampuan berpikir kritis melalui alat peraga pilogma pada materi logika matematika https://media.neliti.com/media/publications/261291-improving-critical-thinking-ability-thro-91831041.pdf
Muntahanah (2017) Penerapan Teknologi Augmented Reality Pada Katalog Rumah berbasis Android. https://ejournal.unib.ac.id/index.php/pseudocode/article/view/2580
Mustagfiroh (2020) Konsep “Merdeka Belajar” Perspektif Aliran Progresivisme John Dewey https://e-journal.my.id/jsgp/article/view/248
Prita (2017) Augmented Reality (AR) sebagai teknologi interaktif dalam pengenalan benda cagar budaya kepada Masyarakat. https://jurnal.umk.ac.id/index.php/simet/article/view/1614
Satrian, I., dkk. (2018), SEMEN (Sundanese Instrument): Aplikasi Pengenalan Alat Musik Tradisional Sunda berbasis Augmented Reality. Bandung: Telkom University.
Sidiq (2021) Penerapan Teknologi Augmented Reality Pada Media Pembelajaran Interaktif Berbasis Android Untuk Materi Instalasi Jaringan Komputer. https://jurnal.plb.ac.id/index.php/tematik/article/view/542
Suhartono, O. (2021). Kebijakan merdeka belajar dalam pelaksanaan pendidikan di masa pandemi covid-19. Ar-Rosikhun: Jurnal Manajemen Pendidikan Islam, 1(1).
Yamin (2020) Pembangunan pendidikan merdeka belajar (telaah metode pembelajaran) http://ejournal.mandalanursa.org/index.php/JIME/article/view/1121
Yudhawasthi, C. M., & Christiani, L. (2021). Challenges of higher educational documentary institutions in supporting Merdeka Belajar Kampus Merdeka Program. Khazanah al Hikmah: Jurnal Ilmu Perpustakaan Dan Kearsipan, 9(2), 193–209.
Yuthsi Aprilinda, dkk (2020) Implementasi Augmented Reality untuk Media Pembelajaran Biologi di Sekolah Menengah Pertama. http://jurnal.ubl.ac.id/index.php/explore/article/view/1591
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